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Comparing deliantra/server/server/player.C (file contents):
Revision 1.158 by root, Mon Aug 13 15:46:45 2007 UTC vs.
Revision 1.246 by root, Wed Nov 11 04:45:23 2009 UTC

1/* 1/*
2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team 4 * Copyright (©) 2005,2006,2007,2008,2009 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 * 7 *
8 * Crossfire TRT is free software: you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
10 * the Free Software Foundation, either version 3 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * (at your option) any later version. 11 * option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
19 * along with this program. If not, see <http://www.gnu.org/licenses/>. 19 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>.
20 * 21 *
21 * The authors can be reached via e-mail to <crossfire@schmorp.de> 22 * The authors can be reached via e-mail to <support@deliantra.net>
22 */ 23 */
24
25//+GPL
23 26
24#include <global.h> 27#include <global.h>
25#include <sproto.h> 28#include <sproto.h>
26#include <sounds.h> 29#include <sounds.h>
27#include <living.h> 30#include <living.h>
32#include <algorithm> 35#include <algorithm>
33#include <functional> 36#include <functional>
34 37
35playervec players; 38playervec players;
36 39
37void
38display_motd (const object *op)
39{
40 char buf[MAX_BUF];
41 char motd[HUGE_BUF];
42 FILE *fp;
43 int comp;
44 int size;
45
46 sprintf (buf, "%s/%s", settings.confdir, settings.motd);
47 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
48 return;
49
50 motd[0] = '\0';
51 size = 0;
52
53 while (fgets (buf, MAX_BUF, fp))
54 {
55 if (*buf == '#')
56 continue;
57
58 strncat (motd + size, buf, HUGE_BUF - size);
59 size += strlen (buf);
60 }
61
62 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_MOTD, MSG_SUBTYPE_NONE, motd, NULL);
63 close_and_delete (fp, comp);
64}
65
66void
67send_rules (const object *op)
68{
69 char buf[MAX_BUF];
70 char rules[HUGE_BUF];
71 FILE *fp;
72 int comp;
73 int size;
74
75 sprintf (buf, "%s/%s", settings.confdir, settings.rules);
76 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
77 return;
78
79 rules[0] = '\0';
80 size = 0;
81
82 while (fgets (buf, MAX_BUF, fp))
83 {
84 if (*buf == '#')
85 continue;
86
87 if (size + strlen (buf) >= HUGE_BUF)
88 {
89 LOG (llevDebug, "Warning, rules size is > %d bytes.\n", HUGE_BUF);
90 break;
91 }
92
93 strncat (rules + size, buf, HUGE_BUF - size);
94 size += strlen (buf);
95 }
96
97 draw_ext_info (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_RULES, rules, NULL);
98 close_and_delete (fp, comp);
99}
100
101void
102send_news (const object *op)
103{
104 char buf[MAX_BUF];
105 char news[HUGE_BUF];
106 char subject[MAX_BUF];
107 FILE *fp;
108 int comp;
109 int size;
110
111 sprintf (buf, "%s/%s", settings.confdir, settings.news);
112 if ((fp = open_and_uncompress (buf, 0, &comp)) == NULL)
113 return;
114
115 news[0] = '\0';
116 subject[0] = '\0';
117 size = 0;
118
119 while (fgets (buf, MAX_BUF, fp))
120 {
121 if (*buf == '#')
122 continue;
123
124 if (*buf == '%')
125 { /* send one news */
126 if (size > 0)
127 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", (char *)"%s\n%s", subject, news); /*send previously read news */
128
129 strcpy (subject, buf + 1);
130 strip_endline (subject);
131 size = 0;
132 news[0] = '\0';
133 }
134 else
135 {
136 if (size + strlen (buf) >= HUGE_BUF)
137 {
138 LOG (llevDebug, "Warning, one news item has size > %d bytes.\n", HUGE_BUF);
139 break;
140 }
141 strncat (news + size, buf, HUGE_BUF - size);
142 size += strlen (buf);
143 }
144 }
145
146 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
147 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", (char *)"%s\n%s", subject, news);
148 close_and_delete (fp, comp);
149}
150
151/* This loads the first map an puts the player on it. */ 40/* This loads the first map an puts the player on it. */
152static void 41static void
153set_first_map (object *op) 42set_first_map (object *op)
154{ 43{
155 op->contr->maplevel = first_map_path; 44 op->contr->maplevel = first_map_path;
183 72
184 if (ob->map) 73 if (ob->map)
185 maplevel = ob->map->path; 74 maplevel = ob->map->path;
186 75
187 ob->remove (); 76 ob->remove ();
77 ob->enemy = 0; // sometimes keeps an extra refcount on itself
188 ob->map = 0; 78 ob->map = 0;
189 party = 0; 79 party = 0;
190 80
191 combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this 81 combat_ob = ranged_ob = 0; //TODO, should be special marker, non-refcounted, not this
192 82
206 ob->close_container (); //TODO: client-specific 96 ob->close_container (); //TODO: client-specific
207 97
208 ns->update_look = 0; 98 ns->update_look = 0;
209 ns->look_position = 0; 99 ns->look_position = 0;
210 100
211 clear_los (this); 101 clear_los ();
212 102
213 ns->reset_stats (); 103 ns->reset_stats ();
214 104
215 /* make sure he's a player -- needed because of class change. */ 105 /* make sure he's a player -- needed because of class change. */
216 ob->type = PLAYER; // we are paranoid 106 ob->type = PLAYER; // we are paranoid
217 ob->race = ob->arch->race; 107 ob->race = ob->arch->race;
218 108
219 ob->carrying = sum_weight (ob); 109 ob->update_weight ();
220 link_player_skills (ob); 110 link_skills ();
221
222 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
223 111
224 assign (title, ob->arch->object::name); 112 assign (title, ob->arch->object::name);
225 113
226 /* if it's a dragon player, set the correct title here */ 114 /* if it's a dragon player, set the correct title here */
227 if (is_dragon_pl (ob)) 115 if (is_dragon_pl (ob))
238 set_dragon_name (ob, abil, skin); 126 set_dragon_name (ob, abil, skin);
239 } 127 }
240 128
241 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); 129 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
242 130
243 esrv_new_player (this, ob->weight + ob->carrying); 131 esrv_new_player (this);
132
133 ob->update_stats ();
134
135 ns->floorbox_update ();
136 esrv_send_inventory (ob, ob);
137 esrv_add_spells (this, 0);
138
139 activate ();
140
141 INVOKE_PLAYER (CONNECT, this);
142 INVOKE_PLAYER (LOGIN, this);
143}
144
145void
146player::disconnect ()
147{
148 if (ob)
149 {
150 ob->close_container (); //TODO: client-specific
151 ob->drop_unpaid_items ();
152 }
153
154 if (ns)
155 {
156 if (active)
157 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
158
159 INVOKE_PLAYER (DISCONNECT, this);
160
161 ns->reset_stats ();
162 ns->pl = 0;
163 ns = 0;
164 }
165
166 // this is important for the player scheduler to get the correct refcount
167 // when ns = 0
168 observe = viewpoint = ob;
169
170 deactivate ();
171}
172
173//-GPL
174
175// the need for this function can be explained
176// by load_object not returning the object
177void
178player::set_object (object *op)
179{
180 ob = observe = viewpoint = op;
181 ob->contr = this; /* this aren't yet in archetype */
182
183 ob->speed = 1.0f;
184 ob->speed_left = 0.5f;
185
186 ob->direction = 5; /* So player faces south */
244 187
245 ob->flag [FLAG_READY_WEAPON] = false; 188 ob->flag [FLAG_READY_WEAPON] = false;
246 ob->flag [FLAG_READY_SKILL] = false; 189 ob->flag [FLAG_READY_SKILL] = false;
247 ob->flag [FLAG_READY_BOW] = false; 190 ob->flag [FLAG_READY_BOW] = false;
248 191
265 combat_ob = op; 208 combat_ob = op;
266 break; 209 break;
267 } 210 }
268 211
269 ob->change_weapon (combat_ob ? combat_ob : ranged_ob); 212 ob->change_weapon (combat_ob ? combat_ob : ranged_ob);
270 ob->update_stats (); 213 ob->deactivate (); // change_weapon activates, fix this better
271
272 ns->floorbox_update ();
273 esrv_send_inventory (ob, ob);
274 esrv_add_spells (this, 0);
275
276 activate ();
277
278 send_rules (ob);
279 send_news (ob);
280 display_motd (ob);
281
282 INVOKE_PLAYER (CONNECT, this);
283 INVOKE_PLAYER (LOGIN, this);
284}
285
286void
287player::disconnect ()
288{
289 if (ns)
290 {
291 if (active)
292 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
293
294 INVOKE_PLAYER (DISCONNECT, this);
295
296 ns->reset_stats ();
297 ns->pl = 0;
298 ns = 0;
299 }
300
301 if (ob)
302 {
303 ob->close_container (); //TODO: client-specific
304 ob->drop_unpaid_items ();
305 }
306
307 observe = ob;
308
309 deactivate ();
310}
311
312// the need for this function can be explained
313// by load_object not returning the object
314void
315player::set_object (object *op)
316{
317 ob = observe = op;
318 ob->contr = this; /* this aren't yet in archetype */
319
320 ob->speed = 1.0f;
321 ob->speed_left = 0.5f;
322
323 ob->direction = 5; /* So player faces south */
324} 214}
325 215
326void 216void
327player::set_observe (object *op) 217player::set_observe (object *op)
328{ 218{
329 observe = op ? op : ob; 219 observe = viewpoint = op ? op : ob;
330 do_los = 1; 220 do_los = 1;
331} 221}
222
223void
224player::set_viewpoint (object *op)
225{
226 viewpoint = op ? op : (object *)observe;
227 do_los = 1;
228}
229
230//+GPL
332 231
333player::player () 232player::player ()
334{ 233{
335 /* There are some elements we want initialised to non zero value - 234 /* There are some elements we want initialised to non zero value -
336 * we deal with that below this point. 235 * we deal with that below this point.
342 savebed_map = first_map_path; /* Init. respawn position */ 241 savebed_map = first_map_path; /* Init. respawn position */
343 242
344 gen_sp_armour = 10; 243 gen_sp_armour = 10;
345 bowtype = bow_normal; 244 bowtype = bow_normal;
346 petmode = pet_normal; 245 petmode = pet_normal;
347 listening = 10;
348 usekeys = containers; 246 usekeys = containers;
349 peaceful = 1; /* default peaceful */ 247 peaceful = 1; /* default peaceful */
350 do_los = 1; 248 do_los = 1;
351 249
352 weapon_sp = 1.0f; 250 weapon_sp = 1.0f;
364 { 262 {
365 ob->destroy_inv (false); 263 ob->destroy_inv (false);
366 ob->destroy (); 264 ob->destroy ();
367 } 265 }
368 266
369 ob = observe = 0; 267 ob = observe = viewpoint = 0;
370} 268}
371 269
372player::~player () 270player::~player ()
373{ 271{
374 /* Clear item stack */ 272 /* Clear item stack */
375 free (stack_items); 273 free (stack_items);
274}
275
276/*
277 * get_player_archetype() return next player archetype from archetype
278 * list. Not very efficient routine, but used only creating new players.
279 * Note: there MUST be at least one player archetype!
280 */
281static archetype *
282get_player_archetype (archetype *at)
283{
284 // archetypes could have been reloaded
285 archetype *nat = at ? archetype::find (at->archname) : archetypes [0];
286
287 if (!nat)
288 return at;
289
290 archvec::iterator i = archetypes.find (nat);
291
292 for (;;)
293 {
294 if (++i == archetypes.end ())
295 i = archetypes.begin ();
296 else if (*i == at)
297 cleanup ("not a single player archetype found");
298
299 if ((*i)->type == PLAYER)
300 return *i;
301 }
376} 302}
377 303
378/* Tries to add player on the connection passed in ns. 304/* Tries to add player on the connection passed in ns.
379 * All we can really get in this is some settings like host and display 305 * All we can really get in this is some settings like host and display
380 * mode. 306 * mode.
393 set_first_map (pl->ob); 319 set_first_map (pl->ob);
394 320
395 return pl; 321 return pl;
396} 322}
397 323
398/*
399 * get_player_archetype() return next player archetype from archetype
400 * list. Not very efficient routine, but used only creating new players.
401 * Note: there MUST be at least one player archetype!
402 */
403archetype *
404get_player_archetype (archetype *at)
405{
406 archvec::iterator i = at ? archetypes.find (at) : archetypes.begin ();
407
408 for (;;)
409 {
410 if (++i == archetypes.end ())
411 i = archetypes.begin ();
412 else if (*i == at)
413 cleanup ("not a single player archetype found");
414
415 if ((*i)->type == PLAYER)
416 return *i;
417 }
418}
419
420object * 324object *
421get_nearest_player (object *mon) 325get_nearest_player (object *mon)
422{ 326{
423 object *op = NULL; 327 object *op = NULL;
424 objectlink *ol; 328 objectlink *ol;
425 unsigned lastdist; 329 unsigned lastdist;
426 rv_vector rv; 330 rv_vector rv;
427 331
428 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next) 332 for (ol = first_friendly_object, lastdist = 1000; ol; ol = ol->next)
429 { 333 {
430 /* We should not find free objects on this friendly list, but it
431 * does periodically happen. Given that, lets deal with it.
432 * While unlikely, it is possible the next object on the friendly
433 * list is also free, so encapsulate this in a while loop.
434 */
435 while (QUERY_FLAG (ol->ob, FLAG_FREED) || !QUERY_FLAG (ol->ob, FLAG_FRIENDLY))
436 {
437 object *tmp = ol->ob;
438
439 /* Can't do much more other than log the fact, because the object
440 * itself will have been cleared.
441 */
442 LOG (llevDebug, "get_nearest_player: Found free/non friendly object '%s' on friendly list\n",
443 tmp->debug_desc ());
444 ol = ol->next;
445 remove_friendly_object (tmp);
446 if (!ol)
447 return op;
448 }
449
450 /* Remove special check for player from this. First, it looks to cause
451 * some crashes (ol->ob->contr not set properly?), but secondly, a more
452 * complicated method of state checking would be needed in any case -
453 * as it was, a clever player could type quit, and the function would
454 * skip them over while waiting for confirmation. Remove
455 * on_same_map check, as can_detect_enemy also does this
456 */
457 if (!can_detect_enemy (mon, ol->ob, &rv)) 334 if (!can_detect_enemy (mon, ol->ob, &rv))
458 continue; 335 continue;
459 336
460 if (lastdist > rv.distance) 337 if (lastdist > rv.distance)
461 { 338 {
656 533
657 return firstdir; 534 return firstdir;
658} 535}
659 536
660void 537void
661give_initial_items (object *pl, treasurelist * items) 538give_initial_items (object *pl, treasurelist *items)
662{ 539{
663 object *op, *next = NULL;
664
665 if (pl->randomitems != NULL) 540 if (pl->randomitems)
666 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0); 541 create_treasure (items, pl, GT_STARTEQUIP | GT_ONLY_GOOD, 1, 0);
667 542
668 for (op = pl->inv; op; op = next) 543 for (object *next, *op = pl->inv; op; op = next)
669 { 544 {
670 next = op->below; 545 next = op->below;
671 546
672 /* Forces get applied per default, unless they have the 547 /* Forces get applied per default, unless they have the
673 * flag "neutral" set. Sorry but I can't think of a better way 548 * flag "neutral" set. Sorry but I can't think of a better way
678 /* we never give weapons/armour if these cannot be used 553 /* we never give weapons/armour if these cannot be used
679 * by this player due to race restrictions 554 * by this player due to race restrictions
680 */ 555 */
681 if (pl->type == PLAYER) 556 if (pl->type == PLAYER)
682 { 557 {
683 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR) && 558 if ((!QUERY_FLAG (pl, FLAG_USE_ARMOUR)
559 &&
684 (op->type == ARMOUR || op->type == BOOTS || 560 (op->type == ARMOUR || op->type == BOOTS
685 op->type == CLOAK || op->type == HELMET || 561 || op->type == CLOAK || op->type == HELMET
686 op->type == SHIELD || op->type == GLOVES || 562 || op->type == SHIELD || op->type == GLOVES
563 || op->type == BRACERS || op->type == GIRDLE))
687 op->type == BRACERS || op->type == GIRDLE)) || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON)) 564 || (!QUERY_FLAG (pl, FLAG_USE_WEAPON) && op->type == WEAPON))
688 { 565 {
689 op->destroy (); 566 op->destroy ();
690 continue; 567 continue;
691 } 568 }
692 } 569 }
693 570
694 /* This really needs to be better - we should really give 571 /* Here we remove duplicated skills (as duplicated spell objects have
695 * a substitute spellbook. The problem is that we don't really 572 * _very_ confusing effects for players), which could for instance be
696 * have a good idea what to replace it with (need something like 573 * generated by bad treasurelists. - elmex
697 * a first level treasurelist for each skill.)
698 * remove duplicate skills also
699 */ 574 */
700 if (op->type == SPELLBOOK || op->type == SKILL) 575 if (op->type == SKILL)
701 { 576 {
702 object *tmp;
703
704 for (tmp = op->below; tmp; tmp = tmp->below) 577 for (object *tmp = op->below; tmp; tmp = tmp->below)
705 if (tmp->type == op->type && tmp->name == op->name) 578 if (tmp->type == op->type && tmp->name == op->name)
706 break;
707
708 if (tmp)
709 { 579 {
710 op->destroy (); 580 op->destroy ();
581 LOG (llevError,
711 LOG (llevError, "give_initial_items: Removing duplicate object %s\n", &tmp->name); 582 "give_initial_items: Removing duplicate skill %s\n", &tmp->name);
712 continue; 583 break;
713 } 584 }
714 585
715 if (op->nrof > 1) 586 if (op->nrof > 1)
716 op->nrof = 1; 587 op->nrof = 1;
717 } 588 }
718 589
719 if (op->type == SPELLBOOK && op->inv) 590 if (op->type == SPELLBOOK && op->inv)
720 {
721 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP); 591 CLEAR_FLAG (op->inv, FLAG_STARTEQUIP);
722 }
723 592
724 /* Give starting characters identified, uncursed, and undamned 593 /* Give starting characters identified, uncursed, and undamned
725 * items. Just don't identify gold or silver, or it won't be 594 * items. Just don't identify gold or silver, or it won't be
726 * merged properly. 595 * merged properly.
727 */ 596 */
728 if (need_identify (op)) 597 if (need_identify (op))
729 { 598 {
730 SET_FLAG (op, FLAG_IDENTIFIED); 599 SET_FLAG (op, FLAG_IDENTIFIED);
731 CLEAR_FLAG (op, FLAG_CURSED); 600 CLEAR_FLAG (op, FLAG_CURSED);
732 CLEAR_FLAG (op, FLAG_DAMNED); 601 CLEAR_FLAG (op, FLAG_DAMNED);
733 } 602 }
603
734 if (op->type == SPELL) 604 if (op->type == SPELL)
735 { 605 {
736 op->destroy (); 606 op->destroy ();
737 continue; 607 continue;
738 } 608 }
740 { 610 {
741 SET_FLAG (op, FLAG_CAN_USE_SKILL); 611 SET_FLAG (op, FLAG_CAN_USE_SKILL);
742 op->stats.exp = 0; 612 op->stats.exp = 0;
743 op->level = 1; 613 op->level = 1;
744 } 614 }
745 /* lock all 'normal items by default */ 615 else /* lock all 'normal items by default */
746 else
747 SET_FLAG (op, FLAG_INV_LOCKED); 616 SET_FLAG (op, FLAG_INV_LOCKED);
748 } /* for loop of objects in player inv */ 617 } /* for loop of objects in player inv */
749 618
750 /* Need to set up the skill pointers */ 619 /* Need to set up the skill pointers */
751 link_player_skills (pl); 620 pl->contr->link_skills ();
752} 621}
753 622
754void 623void
755get_party_password (object *op, partylist *party) 624get_party_password (object *op, partylist *party)
756{ 625{
857static void 726static void
858start_info (object *op) 727start_info (object *op)
859{ 728{
860 char buf[MAX_BUF]; 729 char buf[MAX_BUF];
861 730
862 sprintf (buf, "Welcome to Crossfire v%s!", VERSION); 731 sprintf (buf, "Welcome to Deliantra v%s!", VERSION);
863 new_draw_info (NDI_UNIQUE, 0, op, buf); 732 new_draw_info (NDI_UNIQUE, 0, op, buf);
864 //new_draw_info (NDI_UNIQUE, 0, op, "Press `?' for help");
865 //new_draw_info (NDI_UNIQUE, 0, op, " ");
866} 733}
867 734
868/* This function takes the key that is passed, and does the 735/* This function takes the key that is passed, and does the
869 * appropriate action with it (change race, or other things). 736 * appropriate action with it (change race, or other things).
870 * The function name is for historical reasons - now we have 737 * The function name is for historical reasons - now we have
873 */ 740 */
874void 741void
875player::chargen_race_done () 742player::chargen_race_done ()
876{ 743{
877 /* this must before then initial items are given */ 744 /* this must before then initial items are given */
878 esrv_new_player (ob->contr, ob->weight + ob->carrying); 745 esrv_new_player (ob->contr);
879 746
880 treasurelist *tl = treasurelist::find ("starting_wealth"); 747 treasurelist *tl = treasurelist::find (shstr_starting_wealth);
881 if (tl) 748 if (tl)
882 create_treasure (tl, ob, 0, 0, 0); 749 create_treasure (tl, ob, 0, 0, 0);
883 750
884 INVOKE_PLAYER (BIRTH, ob->contr); 751 INVOKE_PLAYER (BIRTH, ob->contr);
885 INVOKE_PLAYER (LOGIN, ob->contr); 752 INVOKE_PLAYER (LOGIN, ob->contr);
886 753
887 ob->contr->ns->state = ST_PLAYING; 754 ob->contr->ns->state = ST_PLAYING;
888 755
889 if (ob->msg) 756 if (ob->msg)
890 ob->msg = 0; 757 ob->msg = 0;
891
892 /* We create this now because some of the unique maps will need it
893 * to save here.
894 */
895 {
896 char buf[MAX_BUF];
897 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name);
898 make_path_to_file (buf);
899 }
900 758
901 start_info (ob); 759 start_info (ob);
902 CLEAR_FLAG (ob, FLAG_WIZ); 760 CLEAR_FLAG (ob, FLAG_WIZ);
903 give_initial_items (ob, ob->randomitems); 761 give_initial_items (ob, ob->randomitems);
904 link_player_skills (ob);
905 esrv_send_inventory (ob, ob); 762 esrv_send_inventory (ob, ob);
906 ob->update_stats (); 763 ob->update_stats ();
907 764
908 /* This moves the player to a different start map, if there 765 /* This moves the player to a different start map, if there
909 * is one for this race 766 * is one for this race
910 */ 767 */
911 if (*first_map_ext_path) 768 if (*first_map_ext_path)
912 { 769 ob->player_goto (format ("%s/%s", &first_map_ext_path, &ob->arch->archname), ob->x, ob->y);
913 object *tmp;
914 char mapname[MAX_BUF];
915
916 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &ob->arch->archname);
917 tmp = object::create ();
918 EXIT_PATH (tmp) = mapname;
919 EXIT_X (tmp) = ob->x;
920 EXIT_Y (tmp) = ob->y;
921 ob->enter_exit (tmp); /* we don't really care if it succeeded;
922 * if the map isn't there, then stay on the
923 * default initial map */
924 tmp->destroy ();
925 }
926 else 770 else
927 LOG (llevDebug, "first_map_ext_path not set\n"); 771 LOG (llevDebug, "first_map_ext_path not set\n");
928} 772}
929 773
930void 774void
961 ob->stats.hp = ob->stats.maxhp; 805 ob->stats.hp = ob->stats.maxhp;
962 ob->stats.sp = ob->stats.maxsp; 806 ob->stats.sp = ob->stats.maxsp;
963 ob->stats.grace = 0; 807 ob->stats.grace = 0;
964} 808}
965 809
966void 810static void
967flee_player (object *op) 811flee_player (object *op)
968{ 812{
969 int dir, diff; 813 int dir, diff;
970 rv_vector rv; 814 rv_vector rv;
971 815
974 LOG (llevDebug, "Fleeing player is dead.\n"); 818 LOG (llevDebug, "Fleeing player is dead.\n");
975 CLEAR_FLAG (op, FLAG_SCARED); 819 CLEAR_FLAG (op, FLAG_SCARED);
976 return; 820 return;
977 } 821 }
978 822
979 if (op->enemy == NULL) 823 if (!op->enemy)
980 { 824 {
981 LOG (llevDebug, "Fleeing player had no enemy.\n"); 825 LOG (llevDebug, "Fleeing player had no enemy.\n");
982 CLEAR_FLAG (op, FLAG_SCARED); 826 CLEAR_FLAG (op, FLAG_SCARED);
983 return; 827 return;
984 } 828 }
985 829
986 /* Seen some crashes here. Since we don't store an
987 * op->enemy_count, it is possible that something destroys the
988 * actual enemy, and the object is recycled.
989 */
990 if (op->enemy->map == NULL)
991 {
992 CLEAR_FLAG (op, FLAG_SCARED);
993 op->enemy = NULL;
994 return;
995 }
996
997 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0)) 830 if (!(random_roll (0, 4, op, PREFER_LOW)) && did_make_save (op, op->level, 0))
998 { 831 {
999 op->enemy = NULL; 832 op->enemy = NULL;
1000 CLEAR_FLAG (op, FLAG_SCARED); 833 CLEAR_FLAG (op, FLAG_SCARED);
1001 return; 834 return;
1004 get_rangevector (op, op->enemy, &rv, 0); 837 get_rangevector (op, op->enemy, &rv, 0);
1005 838
1006 dir = absdir (4 + rv.direction); 839 dir = absdir (4 + rv.direction);
1007 for (diff = 0; diff < 3; diff++) 840 for (diff = 0; diff < 3; diff++)
1008 { 841 {
1009 int m = 1 - (RANDOM () & 2); 842 int m = 1 - rndm (2) * 2;
1010 843
1011 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op))) 844 if (move_ob (op, absdir (dir + diff * m), op) || (diff == 0 && move_ob (op, absdir (dir - diff * m), op)))
1012 return; 845 return;
1013 } 846 }
1014 847
1025check_pick (object *op) 858check_pick (object *op)
1026{ 859{
1027 object *tmp, *next; 860 object *tmp, *next;
1028 int stop = 0; 861 int stop = 0;
1029 int wvratio; 862 int wvratio;
1030 char putstring[128];
1031 863
1032 /* if you're flying, you cna't pick up anything */ 864 /* if you're flying, you cna't pick up anything */
1033 if (op->move_type & MOVE_FLYING) 865 if (op->move_type & MOVE_FLYING)
1034 return 1; 866 return 1;
1035 867
1036 next = op->below; 868 next = op->below;
1037 869
870 int cnt = MAX_ITEM_PER_ACTION;
871#define CHK_PICK_PICKUP do { pick_up (op, tmp); cnt--; } while (0)
872
1038 /* loop while there are items on the floor that are not marked as 873 /* loop while there are items on the floor that are not marked as
1039 * destroyed */ 874 * destroyed */
1040 while (next && !next->destroyed ()) 875 while (next && !next->destroyed ())
1041 { 876 {
1042 tmp = next; 877 tmp = next;
1043 next = tmp->below; 878 next = tmp->below;
1044 879
880 if (cnt <= 0)
881 {
882 op->failmsg ("Couldn't pickup all items at once.");
883 return 0;
884 }
885
1045 if (op->destroyed ()) 886 if (op->destroyed ())
1046 return 0; 887 return 0;
1047 888
1048 if (!can_pick (op, tmp)) 889 if (!can_pick (op, tmp))
1049 continue; 890 continue;
1050 891
1051 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE) 892 if (op->contr->search_str[0] != '\0' && settings.search_items == TRUE)
1052 { 893 {
1053 if (item_matched_string (op, tmp, op->contr->search_str)) 894 if (item_matched_string (op, tmp, op->contr->search_str))
1054 pick_up (op, tmp); 895 CHK_PICK_PICKUP;
896
1055 continue; 897 continue;
1056 } 898 }
1057 899
1058 /* high not bit set? We're using the old autopickup model */ 900 /* pickup handling */
901 if (op->contr->mode & PU_DEBUG)
902 {
903 /* some debugging code to figure out item information */
904 const char *str = tmp->name
905 ? format ("item name: %s item type: %d weight/value: %d",
906 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1))))
907 : format ("item name: %s item type: %d weight/value: %d",
908 &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1))));
909
910 new_draw_info (NDI_UNIQUE, 0, op, str);
911 }
912
913 if (op->contr->mode & PU_INHIBIT)
914 return 1;
915
916 if (!(op->contr->mode & PU_ENABLE)) // TODO: fix client
917 return 1;
918
919 /* philosophy:
920 * It's easy to grab an item type from a pile, as long as it's
921 * generic. This takes no game-time. For more detailed pickups
922 * and selections, select-items should be used. This is a
923 * grab-as-you-run type mode that's really useful for arrows for
924 * example.
925 * The drawback: right now it has no frontend, so you need to
926 * stick the bits you want into a calculator in hex mode and then
927 * convert to decimal and then 'pickup <#>
928 */
929
930 /* the first two modes are exclusive: if NOTHING we return, if
931 * STOP then we stop. All the rest are applied sequentially,
932 * meaning if any test passes, the item gets picked up. */
933
934 /* if mode is set to pick nothing up, return */
935 if (op->contr->mode == PU_NOTHING)
936 return 1;
937
938 /* if mode is set to stop when encountering objects, return */
939 /* take STOP before INHIBIT since it doesn't actually pick
940 * anything up */
941 if (op->contr->mode & PU_STOP)
942 return 0;
943
944 /* useful for going into stores and not losing your settings... */
945 /* and for battles wher you don't want to get loaded down while
946 * fighting */
947 if (op->contr->mode & PU_INHIBIT)
948 return 1;
949
950 /* prevent us from turning into auto-thieves :) */
951 if (QUERY_FLAG (tmp, FLAG_UNPAID))
952 continue;
953
954 /* ignore known cursed objects */
955 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED)
956 continue;
957
958 /* all food and drink if desired */
959 /* question: don't pick up known-poisonous stuff? */
1059 if (!(op->contr->mode & PU_NEWMODE)) 960 if (op->contr->mode & PU_FOOD)
961 if (tmp->type == FOOD)
1060 { 962 {
1061 switch (op->contr->mode) 963 CHK_PICK_PICKUP;
964 continue;
965 }
966
967 if (op->contr->mode & PU_DRINK)
968 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)))
969 {
970 CHK_PICK_PICKUP;
971 continue;
972 }
973
974 if (op->contr->mode & PU_POTION)
975 if (tmp->type == POTION)
976 {
977 CHK_PICK_PICKUP;
978 continue;
979 }
980
981 /* spellbooks, skillscrolls and normal books/scrolls */
982 if (op->contr->mode & PU_SPELLBOOK)
983 if (tmp->type == SPELLBOOK)
984 {
985 CHK_PICK_PICKUP;
986 continue;
987 }
988
989 if (op->contr->mode & PU_SKILLSCROLL)
990 if (tmp->type == SKILLSCROLL)
991 {
992 CHK_PICK_PICKUP;
993 continue;
994 }
995
996 if (op->contr->mode & PU_READABLES)
997 if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE)
998 {
999 CHK_PICK_PICKUP;
1000 continue;
1001 }
1002
1003 /* wands/staves/rods/horns */
1004 if (op->contr->mode & PU_MAGIC_DEVICE)
1005 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1006 {
1007 CHK_PICK_PICKUP;
1008 continue;
1009 }
1010
1011 /* pick up all magical items */
1012 if (op->contr->mode & PU_MAGICAL)
1013 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1014 {
1015 CHK_PICK_PICKUP;
1016 continue;
1017 }
1018
1019 if (op->contr->mode & PU_VALUABLES)
1020 {
1021 if (tmp->type == MONEY || tmp->type == GEM)
1062 { 1022 {
1063 case 0: 1023 CHK_PICK_PICKUP;
1064 return 1; /* don't pick up */ 1024 continue;
1065 case 1:
1066 pick_up (op, tmp);
1067 return 1;
1068 case 2:
1069 pick_up (op, tmp);
1070 return 0;
1071 case 3:
1072 return 0; /* stop before pickup */
1073 case 4:
1074 pick_up (op, tmp);
1075 break;
1076 case 5:
1077 pick_up (op, tmp);
1078 stop = 1;
1079 break;
1080 case 6:
1081 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))
1082 pick_up (op, tmp);
1083 break;
1084
1085 case 7:
1086 if (tmp->type == MONEY || tmp->type == GEM)
1087 pick_up (op, tmp);
1088 break;
1089
1090 default:
1091 /* use value density */
1092 if (!QUERY_FLAG (tmp, FLAG_UNPAID)
1093 && (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= op->contr->mode)
1094 pick_up (op, tmp);
1095 } 1025 }
1096 } 1026 }
1097 else 1027
1098 { /* old model */ 1028 /* rings & amulets - talismans seems to be typed AMULET */
1099 /* NEW pickup handling */
1100 if (op->contr->mode & PU_DEBUG) 1029 if (op->contr->mode & PU_JEWELS)
1030 if (tmp->type == RING || tmp->type == AMULET)
1101 { 1031 {
1102 /* some debugging code to figure out item information */ 1032 CHK_PICK_PICKUP;
1103 if (tmp->name != NULL)
1104 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1105 &tmp->name, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1106 else
1107 sprintf (putstring, "item name: %s item type: %d weight/value: %d",
1108 &tmp->arch->archname, tmp->type, (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))));
1109
1110 new_draw_info (NDI_UNIQUE, 0, op, putstring);
1111 }
1112
1113 /* philosophy:
1114 * It's easy to grab an item type from a pile, as long as it's
1115 * generic. This takes no game-time. For more detailed pickups
1116 * and selections, select-items should be used. This is a
1117 * grab-as-you-run type mode that's really useful for arrows for
1118 * example.
1119 * The drawback: right now it has no frontend, so you need to
1120 * stick the bits you want into a calculator in hex mode and then
1121 * convert to decimal and then 'pickup <#>
1122 */
1123
1124 /* the first two modes are exclusive: if NOTHING we return, if
1125 * STOP then we stop. All the rest are applied sequentially,
1126 * meaning if any test passes, the item gets picked up. */
1127
1128 /* if mode is set to pick nothing up, return */
1129
1130 if (op->contr->mode & PU_NOTHING)
1131 return 1;
1132
1133 /* if mode is set to stop when encountering objects, return */
1134 /* take STOP before INHIBIT since it doesn't actually pick
1135 * anything up */
1136
1137 if (op->contr->mode & PU_STOP)
1138 return 0;
1139
1140 /* useful for going into stores and not losing your settings... */
1141 /* and for battles wher you don't want to get loaded down while
1142 * fighting */
1143 if (op->contr->mode & PU_INHIBIT)
1144 return 1;
1145
1146 /* prevent us from turning into auto-thieves :) */
1147 if (QUERY_FLAG (tmp, FLAG_UNPAID))
1148 continue; 1033 continue;
1034 }
1149 1035
1150 /* ignore known cursed objects */ 1036 /* we don't forget dragon food */
1151 if (QUERY_FLAG (tmp, FLAG_KNOWN_CURSED) && op->contr->mode & PU_NOT_CURSED) 1037 if (op->contr->mode & PU_FLESH)
1038 if (tmp->type == FLESH)
1039 {
1040 CHK_PICK_PICKUP;
1152 continue; 1041 continue;
1042 }
1153 1043
1154 /* all food and drink if desired */ 1044 /* bows and arrows. Bows are good for selling! */
1155 /* question: don't pick up known-poisonous stuff? */ 1045 if (op->contr->mode & PU_BOW)
1046 if (tmp->type == BOW)
1047 {
1048 CHK_PICK_PICKUP;
1049 continue;
1050 }
1051
1052 if (op->contr->mode & PU_ARROW)
1053 if (tmp->type == ARROW)
1054 {
1055 CHK_PICK_PICKUP;
1056 continue;
1057 }
1058
1059 /* all kinds of armor etc. */
1060 if (op->contr->mode & PU_ARMOUR)
1061 if (tmp->type == ARMOUR)
1062 {
1063 CHK_PICK_PICKUP;
1064 continue;
1065 }
1066
1067 if (op->contr->mode & PU_HELMET)
1068 if (tmp->type == HELMET)
1069 {
1070 CHK_PICK_PICKUP;
1071 continue;
1072 }
1073
1074 if (op->contr->mode & PU_SHIELD)
1075 if (tmp->type == SHIELD)
1076 {
1077 CHK_PICK_PICKUP;
1078 continue;
1079 }
1080
1156 if (op->contr->mode & PU_FOOD) 1081 if (op->contr->mode & PU_BOOTS)
1157 if (tmp->type == FOOD) 1082 if (tmp->type == BOOTS)
1083 {
1084 CHK_PICK_PICKUP;
1085 continue;
1086 }
1087
1088 if (op->contr->mode & PU_GLOVES)
1089 if (tmp->type == GLOVES)
1090 {
1091 CHK_PICK_PICKUP;
1092 continue;
1093 }
1094
1095 if (op->contr->mode & PU_CLOAK)
1096 if (tmp->type == CLOAK)
1097 {
1098 CHK_PICK_PICKUP;
1099 continue;
1100 }
1101
1102 /* hoping to catch throwing daggers here */
1103 if (op->contr->mode & PU_MISSILEWEAPON)
1104 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1105 {
1106 CHK_PICK_PICKUP;
1107 continue;
1108 }
1109
1110 /* careful: chairs and tables are weapons! */
1111 if (op->contr->mode & PU_ALLWEAPON)
1112 {
1113 if (tmp->type == WEAPON)
1114 if (!tmp->arch->archname.contains ("table") && !tmp->arch->archname.contains ("chair"))
1158 { 1115 {
1159 pick_up (op, tmp); 1116 CHK_PICK_PICKUP;
1160 continue; 1117 continue;
1161 } 1118 }
1119 }
1162 1120
1121 /* misc stuff that's useful */
1163 if (op->contr->mode & PU_DRINK) 1122 if (op->contr->mode & PU_KEY)
1164 if (tmp->type == DRINK || (tmp->type == POISON && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED))) 1123 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1165 { 1124 {
1166 pick_up (op, tmp); 1125 CHK_PICK_PICKUP;
1167 continue; 1126 continue;
1168 } 1127 }
1169 1128
1129 /* any of the last 4 bits set means we use the ratio for value
1130 * pickups */
1170 if (op->contr->mode & PU_POTION) 1131 if (op->contr->mode & PU_RATIO)
1171 if (tmp->type == POTION) 1132 {
1133 /* use value density to decide what else to grab */
1134 /* >=7 was >= op->contr->mode */
1135 /* >=7 is the old standard setting. Now we take the last 4 bits
1172 { 1136 */
1173 pick_up (op, tmp);
1174 continue;
1175 }
1176
1177 /* spellbooks, skillscrolls and normal books/scrolls */
1178 if (op->contr->mode & PU_SPELLBOOK)
1179 if (tmp->type == SPELLBOOK)
1180 {
1181 pick_up (op, tmp);
1182 continue;
1183 }
1184
1185 if (op->contr->mode & PU_SKILLSCROLL)
1186 if (tmp->type == SKILLSCROLL)
1187 {
1188 pick_up (op, tmp);
1189 continue;
1190 }
1191
1192 if (op->contr->mode & PU_READABLES)
1193 if (tmp->type == BOOK || tmp->type == SCROLL || tmp->type == INSCRIBABLE)
1194 {
1195 pick_up (op, tmp);
1196 continue;
1197 }
1198
1199 /* wands/staves/rods/horns */
1200 if (op->contr->mode & PU_MAGIC_DEVICE)
1201 if (tmp->type == WAND || tmp->type == ROD || tmp->type == HORN)
1202 {
1203 pick_up (op, tmp);
1204 continue;
1205 }
1206
1207 /* pick up all magical items */
1208 if (op->contr->mode & PU_MAGICAL) 1137 wvratio = op->contr->mode & PU_RATIO;
1209 if (QUERY_FLAG (tmp, FLAG_KNOWN_MAGICAL) && !QUERY_FLAG (tmp, FLAG_KNOWN_CURSED)) 1138 if (1000 * query_cost (tmp, op, F_TRUE) / tmp->total_weight () >= wvratio * 100)
1210 {
1211 pick_up (op, tmp);
1212 continue;
1213 }
1214
1215 if (op->contr->mode & PU_VALUABLES)
1216 { 1139 {
1217 if (tmp->type == MONEY || tmp->type == GEM) 1140#if 0
1141 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1142 if (tmp->name != NULL)
1218 { 1143 {
1219 pick_up (op, tmp); 1144 fprintf (stderr, "%s", tmp->name);
1220 continue;
1221 } 1145 }
1222 }
1223
1224 /* rings & amulets - talismans seems to be typed AMULET */
1225 if (op->contr->mode & PU_JEWELS)
1226 if (tmp->type == RING || tmp->type == AMULET)
1227 {
1228 pick_up (op, tmp);
1229 continue;
1230 }
1231
1232 /* we don't forget dragon food */
1233 if (op->contr->mode & PU_FLESH)
1234 if (tmp->type == FLESH)
1235 {
1236 pick_up (op, tmp);
1237 continue;
1238 }
1239
1240 /* bows and arrows. Bows are good for selling! */
1241 if (op->contr->mode & PU_BOW)
1242 if (tmp->type == BOW)
1243 {
1244 pick_up (op, tmp);
1245 continue;
1246 }
1247
1248 if (op->contr->mode & PU_ARROW)
1249 if (tmp->type == ARROW)
1250 {
1251 pick_up (op, tmp);
1252 continue;
1253 }
1254
1255 /* all kinds of armor etc. */
1256 if (op->contr->mode & PU_ARMOUR)
1257 if (tmp->type == ARMOUR)
1258 {
1259 pick_up (op, tmp);
1260 continue;
1261 }
1262
1263 if (op->contr->mode & PU_HELMET)
1264 if (tmp->type == HELMET)
1265 {
1266 pick_up (op, tmp);
1267 continue;
1268 }
1269
1270 if (op->contr->mode & PU_SHIELD)
1271 if (tmp->type == SHIELD)
1272 {
1273 pick_up (op, tmp);
1274 continue;
1275 }
1276
1277 if (op->contr->mode & PU_BOOTS)
1278 if (tmp->type == BOOTS)
1279 {
1280 pick_up (op, tmp);
1281 continue;
1282 }
1283
1284 if (op->contr->mode & PU_GLOVES)
1285 if (tmp->type == GLOVES)
1286 {
1287 pick_up (op, tmp);
1288 continue;
1289 }
1290
1291 if (op->contr->mode & PU_CLOAK)
1292 if (tmp->type == CLOAK)
1293 {
1294 pick_up (op, tmp);
1295 continue;
1296 }
1297
1298 /* hoping to catch throwing daggers here */
1299 if (op->contr->mode & PU_MISSILEWEAPON)
1300 if (tmp->type == WEAPON && QUERY_FLAG (tmp, FLAG_IS_THROWN))
1301 {
1302 pick_up (op, tmp);
1303 continue;
1304 }
1305
1306 /* careful: chairs and tables are weapons! */
1307 if (op->contr->mode & PU_ALLWEAPON)
1308 {
1309 if (tmp->type == WEAPON && tmp->name != NULL)
1310 {
1311 if (strstr (tmp->name, "table") == NULL && strstr (tmp->arch->archname, "table") == NULL &&
1312 strstr (tmp->name, "chair") && strstr (tmp->arch->archname, "chair") == NULL)
1313 {
1314 pick_up (op, tmp);
1315 continue;
1316 }
1317 }
1318
1319 if (tmp->type == WEAPON && tmp->name == NULL)
1320 {
1321 if (strstr (tmp->arch->archname, "table") == NULL && strstr (tmp->arch->archname, "chair") == NULL)
1322 {
1323 pick_up (op, tmp);
1324 continue;
1325 }
1326 }
1327 }
1328
1329 /* misc stuff that's useful */
1330 if (op->contr->mode & PU_KEY)
1331 if (tmp->type == KEY || tmp->type == SPECIAL_KEY)
1332 {
1333 pick_up (op, tmp);
1334 continue;
1335 }
1336
1337 /* any of the last 4 bits set means we use the ratio for value
1338 * pickups */
1339 if (op->contr->mode & PU_RATIO)
1340 {
1341 /* use value density to decide what else to grab */
1342 /* >=7 was >= op->contr->mode */
1343 /* >=7 is the old standard setting. Now we take the last 4 bits
1344 * and multiply them by 5, giving 0..15*5== 5..75 */
1345 wvratio = (op->contr->mode & PU_RATIO) * 5;
1346 if ((query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1))) >= (unsigned int) wvratio)
1347 {
1348 pick_up (op, tmp);
1349#if 0
1350 fprintf (stderr, "HIGH WEIGHT/VALUE [");
1351 if (tmp->name != NULL)
1352 {
1353 fprintf (stderr, "%s", tmp->name);
1354 }
1355 else 1146 else
1356 fprintf (stderr, "%s", tmp->arch->archname); 1147 fprintf (stderr, "%s", tmp->arch->archname);
1357 fprintf (stderr, ",%d] = ", tmp->type); 1148 fprintf (stderr, ",%d] = ", tmp->type);
1358 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * MAX (tmp->nrof, 1)))); 1149 fprintf (stderr, "%d\n", (int) (query_cost (tmp, op, F_TRUE) * 100 / (tmp->weight * max (tmp->nrof, 1))));
1359#endif 1150#endif
1151 CHK_PICK_PICKUP;
1360 continue; 1152 continue;
1361 }
1362 } 1153 }
1363 } /* the new pickup model */ 1154 } /* the new pickup model */
1364 } 1155 }
1365 1156
1366 return !stop; 1157 return !stop;
1158}
1159
1160/* routine for both players and monsters. We call this when
1161 * there is a possibility for our action distrubing our hiding
1162 * place or invisiblity spell. Artefact invisiblity causes
1163 * "noise" instead. If we arent invisible to begin with, we
1164 * return 0.
1165 */
1166static int
1167action_makes_visible (object *op)
1168{
1169 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
1170 {
1171 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
1172 {
1173 // artefact invisibility is permanent, but we still make noise
1174 // this is important for game-balance.
1175 if (op->contr)
1176 op->make_noise ();
1177
1178 return 0;
1179 }
1180
1181 if (op->contr && op->contr->tmp_invis == 0)
1182 return 0;
1183
1184 /* If monsters, they should become visible */
1185 if (op->flag [FLAG_HIDDEN] || !op->contr || (op->contr && op->contr->tmp_invis))
1186 {
1187 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->flag [FLAG_HIDDEN] ? "unhidden" : "visible");
1188 return 1;
1189 }
1190 }
1191
1192 return 0;
1367} 1193}
1368 1194
1369/* 1195/*
1370 * Find an arrow in the inventory and after that 1196 * Find an arrow in the inventory and after that
1371 * in the right type container (quiver). Pointer to the 1197 * in the right type container (quiver). Pointer to the
1372 * found object is returned. 1198 * found object is returned.
1373 */ 1199 */
1374object * 1200static object *
1375find_arrow (object *op, const char *type) 1201find_arrow (object *op, const char *type)
1376{ 1202{
1377 object *tmp = 0;
1378
1379 for (op = op->inv; op; op = op->below) 1203 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1380 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1381 tmp = find_arrow (op, type);
1382 else if (op->type == ARROW && op->race == type) 1204 if (tmp->type == ARROW && !strcmp (&tmp->race, type))
1205 return splay (tmp);
1206
1207 for (object *tmp = op->inv; tmp; tmp = tmp->below)
1208 if (tmp->type == CONTAINER && QUERY_FLAG (tmp, FLAG_APPLIED) && !strcmp (&tmp->race, type))
1209 if (object *arrow = find_arrow (tmp, type))
1210 {
1211 splay (tmp);
1383 return op; 1212 return arrow;
1213 }
1384 1214
1385 return tmp; 1215 return 0;
1386} 1216}
1387 1217
1388/* 1218/*
1389 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1219 * Similar to find_arrow, but looks for (roughly) the best arrow to use
1390 * against the target. A full test is not performed, simply a basic test 1220 * against the target. A full test is not performed, simply a basic test
1391 * of resistances. The archer is making a quick guess at what he sees down 1221 * of resistances. The archer is making a quick guess at what he sees down
1392 * the hall. Failing that it does it's best to pick the highest plus arrow. 1222 * the hall. Failing that it does it's best to pick the highest plus arrow.
1393 */ 1223 */
1394object * 1224static object *
1395find_better_arrow (object *op, object *target, const char *type, int *better) 1225find_better_arrow (object *op, object *target, shstr_cmp type, int *better)
1396{ 1226{
1397 object *tmp = NULL, *arrow, *ntmp; 1227 object *tmp = NULL, *arrow, *ntmp;
1398 int attacknum, attacktype, betterby = 0, i; 1228 int attacknum, attacktype, betterby = 0, i;
1399 1229
1400 if (!type) 1230 if (!type)
1404 { 1234 {
1405 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED)) 1235 if (arrow->type == CONTAINER && arrow->race == type && QUERY_FLAG (arrow, FLAG_APPLIED))
1406 { 1236 {
1407 i = 0; 1237 i = 0;
1408 ntmp = find_better_arrow (arrow, target, type, &i); 1238 ntmp = find_better_arrow (arrow, target, type, &i);
1239
1409 if (i > betterby) 1240 if (i > betterby)
1410 { 1241 {
1411 tmp = ntmp; 1242 tmp = ntmp;
1412 betterby = i; 1243 betterby = i;
1413 } 1244 }
1414 } 1245 }
1415 else if (arrow->type == ARROW && arrow->race == type) 1246 else if (arrow->type == ARROW && arrow->race == type)
1416 { 1247 {
1417 /* allways prefer assasination/slaying */ 1248 /* allways prefer assasination/slaying */
1418 if (target->race != NULL && arrow->slaying != NULL && strstr (arrow->slaying, target->race)) 1249 if (target->race && arrow->slaying.contains (target->race))
1419 { 1250 {
1420 if (arrow->attacktype & AT_DEATH) 1251 if (arrow->attacktype & AT_DEATH)
1421 { 1252 {
1422 *better = 100; 1253 *better = 100;
1423 return arrow; 1254 return arrow;
1438 { 1269 {
1439 tmp = arrow; 1270 tmp = arrow;
1440 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100; 1271 betterby = (arrow->magic + arrow->stats.dam) * (100 - target->arch->resist[attacknum]) / 100;
1441 } 1272 }
1442 } 1273 }
1274
1443 if ((2 + arrow->magic + arrow->stats.dam) > betterby) 1275 if ((2 + arrow->magic + arrow->stats.dam) > betterby)
1444 { 1276 {
1445 tmp = arrow; 1277 tmp = arrow;
1446 betterby = 2 + arrow->magic + arrow->stats.dam; 1278 betterby = 2 + arrow->magic + arrow->stats.dam;
1447 } 1279 }
1280
1448 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby) 1281 if (arrow->title && (1 + arrow->magic + arrow->stats.dam) > betterby)
1449 { 1282 {
1450 tmp = arrow; 1283 tmp = arrow;
1451 betterby = 1 + arrow->magic + arrow->stats.dam; 1284 betterby = 1 + arrow->magic + arrow->stats.dam;
1452 } 1285 }
1453 } 1286 }
1454 } 1287 }
1455 } 1288 }
1289
1456 if (tmp == NULL && arrow == NULL) 1290 if (tmp == NULL && arrow == NULL)
1457 return find_arrow (op, type); 1291 return find_arrow (op, type);
1458 1292
1459 *better = betterby; 1293 *better = betterby;
1460 return tmp; 1294 return tmp;
1464 * find_better_arrow to find a decent arrow to use. 1298 * find_better_arrow to find a decent arrow to use.
1465 * op = the shooter 1299 * op = the shooter
1466 * type = bow->race 1300 * type = bow->race
1467 * dir = fire direction 1301 * dir = fire direction
1468 */ 1302 */
1469object * 1303static object *
1470pick_arrow_target (object *op, const char *type, int dir) 1304pick_arrow_target (object *op, shstr_cmp type, int dir)
1471{ 1305{
1472 object *tmp = NULL; 1306 object *tmp = NULL;
1473 maptile *m; 1307 maptile *m;
1474 int i, mflags, found, number; 1308 int i, mflags, found, number;
1475 sint16 x, y; 1309 sint16 x, y;
1490 for (i = 0, found = 0; i < 20; i++) 1324 for (i = 0, found = 0; i < 20; i++)
1491 { 1325 {
1492 x += freearr_x[dir]; 1326 x += freearr_x[dir];
1493 y += freearr_y[dir]; 1327 y += freearr_y[dir];
1494 mflags = get_map_flags (m, &m, x, y, &x, &y); 1328 mflags = get_map_flags (m, &m, x, y, &x, &y);
1329
1495 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW) 1330 if (mflags & P_OUT_OF_MAP || mflags & P_BLOCKSVIEW)
1496 { 1331 {
1497 tmp = NULL; 1332 tmp = 0;
1498 break; 1333 break;
1499 } 1334 }
1500 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW) 1335 else if (GET_MAP_MOVE_BLOCK (m, x, y) == MOVE_FLY_LOW)
1501 { 1336 {
1502 /* This block presumes arrows and the like are MOVE_FLY_SLOW - 1337 /* This block presumes arrows and the like are MOVE_FLY_SLOW -
1503 * perhaps a bad assumption. 1338 * perhaps a bad assumption.
1504 */ 1339 */
1505 tmp = NULL; 1340 tmp = 0;
1506 break; 1341 break;
1507 } 1342 }
1343
1508 if (mflags & P_IS_ALIVE) 1344 if (mflags & P_IS_ALIVE)
1509 {
1510 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) 1345 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
1511 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 1346 if (QUERY_FLAG (tmp, FLAG_ALIVE))
1512 {
1513 found++;
1514 break;
1515 }
1516 if (found)
1517 break; 1347 break;
1518 }
1519 } 1348 }
1520 if (tmp == NULL) 1349
1350 if (!tmp)
1521 return find_arrow (op, type); 1351 return find_arrow (op, type);
1522 1352
1523 if (tmp->head) 1353 if (tmp->head)
1524 tmp = tmp->head; 1354 tmp = tmp->head;
1525 1355
1565 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name); 1395 LOG (llevError, "Range: bow without activated bow (%s).\n", &op->name);
1566 return 0; 1396 return 0;
1567 } 1397 }
1568 1398
1569 // optimisation: move object to top so we will find it quickly again 1399 // optimisation: move object to top so we will find it quickly again
1570 if (bow->below) 1400 splay (bow);
1571 {
1572 bow->remove ();
1573 op->insert (bow);
1574 }
1575
1576 } 1401 }
1577 1402
1578 if (!bow->race || !bow->skill) 1403 if (!bow->race || !bow->skill)
1579 { 1404 {
1580 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name); 1405 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s is broken.", &bow->name);
1606 } 1431 }
1607 1432
1608 /* this should not happen, but sometimes does */ 1433 /* this should not happen, but sometimes does */
1609 if (arrow->nrof == 0) 1434 if (arrow->nrof == 0)
1610 { 1435 {
1436 LOG (llevError | logBacktrace, "arrow (%s) has nrof 0\n", arrow->debug_desc ());
1611 arrow->destroy (); 1437 arrow->destroy ();
1612 return 0; 1438 return 0;
1613 } 1439 }
1614 1440
1615 left = arrow; /* these are arrows left to the player */ 1441 left = arrow; /* these are arrows left to the player */
1616 arrow = get_split_ob (arrow, 1); 1442 arrow = arrow->split ();
1617 if (!arrow) 1443 if (!arrow)
1618 { 1444 {
1619 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1445 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1620 return 0; 1446 return 0;
1621 } 1447 }
1625 arrow->direction = dir; 1451 arrow->direction = dir;
1626 1452
1627 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */ 1453 arrow->stats.sp = arrow->stats.wc; /* save original wc, dam, attacktype and slaying */
1628 arrow->stats.hp = arrow->stats.dam; 1454 arrow->stats.hp = arrow->stats.dam;
1629 arrow->stats.grace = arrow->attacktype; 1455 arrow->stats.grace = arrow->attacktype;
1630 1456 arrow->custom_name = arrow->slaying;
1631 if (arrow->slaying)
1632 arrow->spellarg = strdup (arrow->slaying);
1633 1457
1634#if 0 1458#if 0
1635 if (player *pl = op->contr) 1459 if (player *pl = op->contr)
1636 { 1460 {
1637 float speed = pl->weapon_sp; 1461 float speed = pl->weapon_sp;
1688 op->play_sound (sound_find ("fire_arrow")); 1512 op->play_sound (sound_find ("fire_arrow"));
1689 m->insert (arrow, sx, sy, op); 1513 m->insert (arrow, sx, sy, op);
1690 1514
1691 if (!arrow->destroyed ()) 1515 if (!arrow->destroyed ())
1692 move_arrow (arrow); 1516 move_arrow (arrow);
1693
1694 if (op->type == PLAYER)
1695 {
1696 if (left->destroyed ())
1697 esrv_del_item (op->contr, left->count);
1698 else
1699 esrv_send_item (op, left);
1700 }
1701 1517
1702 return 1; 1518 return 1;
1703} 1519}
1704 1520
1705/* Special fire code for players - this takes into 1521/* Special fire code for players - this takes into
1707 * but monsters can't. Putting that code here 1523 * but monsters can't. Putting that code here
1708 * makes the fire_bow code much cleaner. 1524 * makes the fire_bow code much cleaner.
1709 * this function should only be called if 'op' is a player, 1525 * this function should only be called if 'op' is a player,
1710 * hence the function name. 1526 * hence the function name.
1711 */ 1527 */
1712int 1528static int
1713player_fire_bow (object *op, int dir) 1529player_fire_bow (object *op, int dir)
1714{ 1530{
1715 int ret = 0, wcmod = 0; 1531 int ret;
1716 1532
1717 if (op->contr->bowtype == bow_bestarrow) 1533 if (op->contr->bowtype == bow_bestarrow)
1718 { 1534 {
1719 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y); 1535 ret = fire_bow (op, op, pick_arrow_target (op, op->contr->ranged_ob->race, dir), dir, 0, op->x, op->y);
1720 } 1536 }
1721 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw) 1537 else if (op->contr->bowtype >= bow_n && op->contr->bowtype <= bow_nw)
1722 { 1538 {
1723 if (!similar_direction (dir, op->contr->bowtype - bow_n + 1)) 1539 int wcmod = similar_direction (dir, op->contr->bowtype - bow_n + 1) ? 0 : -1;
1724 wcmod = -1;
1725
1726 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y); 1540 ret = fire_bow (op, op, NULL, op->contr->bowtype - bow_n + 1, wcmod, op->x, op->y);
1727 } 1541 }
1728 else if (op->contr->bowtype == bow_threewide) 1542 else if (op->contr->bowtype == bow_threewide)
1729 { 1543 {
1730 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1544 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1731 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir + 2)], op->y + freearr_y[absdir (dir + 2)]); 1545 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir + 2)], op->y + freearr_y[absdir (dir + 2)]);
1732 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]); 1546 ret |= fire_bow (op, op, NULL, dir, -5, op->x + freearr_x[absdir (dir - 2)], op->y + freearr_y[absdir (dir - 2)]);
1733 } 1547 }
1734 else if (op->contr->bowtype == bow_spreadshot) 1548 else if (op->contr->bowtype == bow_spreadshot)
1735 { 1549 {
1736 ret |= fire_bow (op, op, NULL, dir, 0, op->x, op->y); 1550 ret = fire_bow (op, op, NULL, dir, 0, op->x, op->y);
1737 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y); 1551 ret |= fire_bow (op, op, NULL, absdir (dir - 1), -5, op->x, op->y);
1738 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y); 1552 ret |= fire_bow (op, op, NULL, absdir (dir + 1), -5, op->x, op->y);
1739 } 1553 }
1740 else 1554 else
1741 { 1555 {
1747} 1561}
1748 1562
1749/* Fires a misc (wand/rod/horn) object in 'dir'. 1563/* Fires a misc (wand/rod/horn) object in 'dir'.
1750 * Broken apart from 'fire' to keep it more readable. 1564 * Broken apart from 'fire' to keep it more readable.
1751 */ 1565 */
1752void 1566static void
1753fire_misc_object (object *op, int dir) 1567fire_misc_object (object *op, int dir)
1754{ 1568{
1755 object *item = op->contr->ranged_ob; 1569 object *item = op->contr->ranged_ob;
1756 1570
1757 if (!item) 1571 if (!item)
1779 return; 1593 return;
1780 } 1594 }
1781 } 1595 }
1782 else if (item->type == ROD || item->type == HORN) 1596 else if (item->type == ROD || item->type == HORN)
1783 { 1597 {
1784 if (item->stats.hp < MAX (item->inv->stats.sp, item->inv->stats.grace)) 1598 sint16 spell_sp = max (item->inv->stats.sp, item->inv->stats.grace);
1599
1600 // using the maximum of the rods charge allows at least one spell cast
1601 // for a rod or horn, this fixes some broken rods.
1602 if (item->stats.hp < min (spell_sp, item->stats.maxhp))
1785 { 1603 {
1786 op->contr->play_sound (sound_find ("wand_poof")); 1604 op->contr->play_sound (sound_find ("wand_poof"));
1787 1605
1788 if (item->type == ROD) 1606 if (item->type == ROD)
1789 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0)); 1607 new_draw_info_format (NDI_UNIQUE, 0, op, "The %s whines for a while, but nothing happens.", query_base_name (item, 0));
1794 } 1612 }
1795 } 1613 }
1796 1614
1797 if (cast_spell (op, item, dir, item->inv, NULL)) 1615 if (cast_spell (op, item, dir, item->inv, NULL))
1798 { 1616 {
1799 SET_FLAG (op, FLAG_BEEN_APPLIED); /* You now know something about it */ 1617 item->flag [FLAG_BEEN_APPLIED] = true; /* You now know something about it */
1618
1800 if (item->type == WAND) 1619 if (item->type == WAND)
1801 { 1620 {
1802 if (!(--item->stats.food)) 1621 if (!(--item->stats.food))
1803 { 1622 {
1804 object *tmp; 1623 object *tmp;
1808 CLEAR_FLAG (item, FLAG_ANIMATE); 1627 CLEAR_FLAG (item, FLAG_ANIMATE);
1809 item->face = item->arch->face; 1628 item->face = item->arch->face;
1810 item->set_speed (0); 1629 item->set_speed (0);
1811 } 1630 }
1812 1631
1813 if ((tmp = item->in_player ())) 1632 if (object *pl = item->visible_to ())
1814 esrv_update_item (UPD_ANIM, tmp, item); 1633 esrv_update_item (UPD_ANIM, pl, item);
1815 } 1634 }
1816 } 1635 }
1817 else if (item->type == ROD || item->type == HORN) 1636 else if (item->type == ROD || item->type == HORN)
1818 drain_rod_charge (item); 1637 drain_rod_charge (item);
1819 } 1638 }
1824bool 1643bool
1825fire (object *op, int dir) 1644fire (object *op, int dir)
1826{ 1645{
1827 int spellcost = 0; 1646 int spellcost = 0;
1828 1647
1829 /* check for loss of invisiblity/hide */
1830 if (action_makes_visible (op))
1831 make_visible (op);
1832
1833 player *pl = op->contr; 1648 player *pl = op->contr;
1834 1649
1835 if (pl->golem) 1650 if (pl->golem)
1836 { 1651 {
1837 control_golem (op->contr->golem, dir); 1652 control_golem (op->contr->golem, dir);
1839 } 1654 }
1840 1655
1841 object *ob = pl->ranged_ob; 1656 object *ob = pl->ranged_ob;
1842 1657
1843 if (!ob) 1658 if (!ob)
1844 return false;
1845
1846 if (!op->change_weapon (ob))
1847 return false; 1659 return false;
1848 1660
1849 if (op->speed_left > 0.f) 1661 if (op->speed_left > 0.f)
1850 --op->speed_left; 1662 --op->speed_left;
1851 else 1663 else
1852 return false; 1664 return false;
1853 1665
1666 if (!op->change_weapon (ob))
1667 return false;
1668
1669 /* check for loss of invisiblity/hide */
1670 if (action_makes_visible (op))
1671 make_visible (op);
1672
1854 switch (ob->type) 1673 switch (ob->type)
1855 { 1674 {
1856 case BOW: 1675 case BOW:
1857 player_fire_bow (op, dir); 1676 player_fire_bow (op, dir);
1858 break; 1677 break;
1859 1678
1860 case SPELL: 1679 case SPELL:
1861 spellcost = cast_spell (op, op, dir, ob, pl->spellparam[0] ? pl->spellparam : 0); 1680 spellcost = cast_spell (op, op, dir, ob, *pl->spellparam ? pl->spellparam : 0);
1862 break; 1681 break;
1863 1682
1864 case BUILDER: 1683 case BUILDER:
1865 apply_map_builder (op, dir); 1684 apply_map_builder (op, dir);
1866 break; 1685 break;
1875 } 1694 }
1876 1695
1877 return true; 1696 return true;
1878} 1697}
1879 1698
1880/* find_key 1699static object *
1881 * We try to find a key for the door as passed. If we find a key
1882 * and successfully use it, we return the key, otherwise NULL
1883 * This function merges both normal and locked door, since the logic
1884 * for both is the same - just the specific key is different.
1885 * pl is the player,
1886 * inv is the objects inventory to searched
1887 * door is the door we are trying to match against.
1888 * This function can be called recursively to search containers.
1889 */
1890object *
1891find_key (object *pl, object *container, object *door) 1700find_key_ (object *pl, object *container, object *door)
1892{ 1701{
1893 object *tmp, *key; 1702 object *tmp, *key;
1894 1703
1895 /* Should not happen, but sanity checking is never bad */ 1704 /* Should not happen, but sanity checking is never bad */
1896 if (!container->inv) 1705 if (!container->inv)
1899 /* First, lets try to find a key in the top level inventory */ 1708 /* First, lets try to find a key in the top level inventory */
1900 for (tmp = container->inv; tmp; tmp = tmp->below) 1709 for (tmp = container->inv; tmp; tmp = tmp->below)
1901 { 1710 {
1902 if (door->type == DOOR && tmp->type == KEY) 1711 if (door->type == DOOR && tmp->type == KEY)
1903 break; 1712 break;
1713
1904 /* For sanity, we should really check door type, but other stuff 1714 /* For sanity, we should really check door type, but other stuff
1905 * (like containers) can be locked with special keys 1715 * (like containers) can be locked with special keys
1906 */ 1716 */
1907 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1717 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1908 break; 1718 break;
1914 * a key, return 1724 * a key, return
1915 */ 1725 */
1916 if (!tmp) 1726 if (!tmp)
1917 { 1727 {
1918 for (tmp = container->inv; tmp; tmp = tmp->below) 1728 for (tmp = container->inv; tmp; tmp = tmp->below)
1919 {
1920 /* No reason to search empty containers */ 1729 /* No reason to search empty containers */
1921 if (tmp->type == CONTAINER && tmp->inv) 1730 if (tmp->type == CONTAINER && tmp->inv)
1922 {
1923 if ((key = find_key (pl, tmp, door))) 1731 if ((key = find_key_ (pl, tmp, door)))
1924 return key; 1732 return key;
1925 }
1926 }
1927 1733
1928 if (!tmp) 1734 if (!tmp)
1929 return NULL; 1735 return 0;
1930 } 1736 }
1931 1737
1932 /* We get down here if we have found a key. Now if its in a container, 1738 /* We get down here if we have found a key. Now if its in a container,
1933 * see if we actually want to use it 1739 * see if we actually want to use it
1934 */ 1740 */
1935 if (pl != container) 1741 if (pl != container)
1936 { 1742 {
1937 /* Only let players use keys in containers */ 1743 /* Only let players use keys in containers */
1938 if (!pl->contr) 1744 if (!pl->contr)
1939 return NULL; 1745 return 0;
1746
1940 /* cases where this fails: 1747 /* cases where this fails:
1941 * If we only search the player inventory, return now since we 1748 * If we only search the player inventory, return now since we
1942 * are not in the players inventory. 1749 * are not in the players inventory.
1943 * If the container is not active, return now since only active 1750 * If the container is not active, return now since only active
1944 * containers can be used. 1751 * containers can be used.
1948 * inv must have been an container and must have been active. 1755 * inv must have been an container and must have been active.
1949 * 1756 *
1950 * Change the color so that the message doesn't disappear with 1757 * Change the color so that the message doesn't disappear with
1951 * all the others. 1758 * all the others.
1952 */ 1759 */
1953 if (pl->contr->usekeys == key_inventory || 1760 if (pl->contr->usekeys == key_inventory
1954 !QUERY_FLAG (container, FLAG_APPLIED) || 1761 || !QUERY_FLAG (container, FLAG_APPLIED)
1955 (pl->contr->usekeys == keyrings && (!container->race || strcmp (container->race, "keys")))) 1762 || (pl->contr->usekeys == keyrings && container->race != shstr_keys))
1956 { 1763 {
1957 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1764 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1958 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container)); 1765 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
1959 return NULL; 1766 return NULL;
1960 } 1767 }
1961 } 1768 }
1962 1769
1963 return tmp; 1770 return tmp;
1771}
1772
1773/* find_key
1774 * We try to find a key for the door as passed. If we find a key
1775 * and successfully use it, we return the key, otherwise NULL
1776 * This function merges both normal and locked door, since the logic
1777 * for both is the same - just the specific key is different.
1778 * pl is the player,
1779 * inv is the objects inventory to searched
1780 * door is the door we are trying to match against.
1781 * This function can be called recursively to search containers.
1782 */
1783object *
1784find_key (object *pl, object *container, object *door)
1785{
1786 if (door->slaying && is_match_expr (door->slaying))
1787 {
1788 // for match expressions, we try to find the key by applying the match
1789 // to the op itself, which is supposed to find the "key", instead
1790 // of searching through containers ourselves.
1791
1792 return match_one (door->slaying, container, door, pl, pl);
1793 }
1794 else
1795 return find_key_ (pl, container, door);
1964} 1796}
1965 1797
1966/* moved door processing out of move_player_attack. 1798/* moved door processing out of move_player_attack.
1967 * returns 1 if player has opened the door with a key 1799 * returns 1 if player has opened the door with a key
1968 * such that the caller should not do anything more, 1800 * such that the caller should not do anything more,
1990 1822
1991 if (door->type == DOOR) 1823 if (door->type == DOOR)
1992 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ 1824 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
1993 else if (door->type == LOCKED_DOOR) 1825 else if (door->type == LOCKED_DOOR)
1994 { 1826 {
1995 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key)); 1827 op->statusmsg (format ("You open the door with the %s", query_short_name (key)), NDI_BROWN);
1996 remove_door2 (door); /* remove door without violence ;-) */ 1828 remove_door2 (door); /* remove door without violence ;-) */
1997 } 1829 }
1998 1830
1999 /* Do this after we print the message */ 1831 /* Do this after we print the message */
2000 decrease_ob (key); /* Use up one of the keys */ 1832 key->decrease (); /* Use up one of the keys */
2001 /* Need to update the weight the container the key was in */
2002 if (container != op)
2003 esrv_update_item (UPD_WEIGHT, op, container);
2004 1833
2005 return 1; /* Nothing more to do below */ 1834 return 1; /* Nothing more to do below */
2006 } 1835 }
2007 else if (door->type == LOCKED_DOOR) 1836 else if (door->type == LOCKED_DOOR)
2008 { 1837 {
2009 /* Might as well return now - no other way to open this */ 1838 /* Might as well return now - no other way to open this */
2010 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 1839 op->failmsg (door->msg ? &door->msg : "Hmm, you miss the certain something to open this door...");
2011 return 1; 1840 return 1;
2012 } 1841 }
2013 1842
2014 return 0; 1843 return 0;
2015} 1844}
2021 * going to try and move (not fire weapons). 1850 * going to try and move (not fire weapons).
2022 */ 1851 */
2023bool 1852bool
2024move_player_attack (object *op, int dir) 1853move_player_attack (object *op, int dir)
2025{ 1854{
1855 if (!op->contr->braced && op->speed_left > 0.f && move_ob (op, dir, op))
1856 {
1857 --op->speed_left;
1858 return true;
1859 }
1860
2026 int on_battleground; 1861 int on_battleground;
2027 1862
2028 sint16 nx = freearr_x[dir] + op->x; 1863 sint16 nx = freearr_x[dir] + op->x;
2029 sint16 ny = freearr_y[dir] + op->y; 1864 sint16 ny = freearr_y[dir] + op->y;
2030 1865
2031 on_battleground = op_on_battleground (op, 0, 0); 1866 on_battleground = op_on_battleground (op, 0, 0);
2032 1867
2033 if (out_of_map (op->map, nx, ny)) 1868 if (out_of_map (op->map, nx, ny))
2034 return false; 1869 return false;
2035
2036 if (!op->contr->braced && op->speed_left > 0.f && move_ob (op, dir, op))
2037 {
2038 --op->speed_left;
2039 return true;
2040 }
2041 1870
2042 /* If braced, or can't move to the square, and it is not out of the 1871 /* If braced, or can't move to the square, and it is not out of the
2043 * map, attack it. Note order of if statement is important - don't 1872 * map, attack it. Note order of if statement is important - don't
2044 * want to be calling move_ob if braced, because move_ob will move the 1873 * want to be calling move_ob if braced, because move_ob will move the
2045 * player. This is a pretty nasty hack, because if we could 1874 * player. This is a pretty nasty hack, because if we could
2105 --op->speed_left; 1934 --op->speed_left;
2106 1935
2107 op->play_sound (sound_find ("push_player")); 1936 op->play_sound (sound_find ("push_player"));
2108 push_ob (mon, dir, op); 1937 push_ob (mon, dir, op);
2109 1938
2110 if (op->contr->tmp_invis || op->hide) 1939 if (action_makes_visible (op))
2111 make_visible (op); 1940 make_visible (op);
2112 1941
2113 return true; 1942 return true;
2114 } 1943 }
2115 else 1944 else
2135 { 1964 {
2136 op->play_sound (sound_find ("push_player")); 1965 op->play_sound (sound_find ("push_player"));
2137 push_ob (mon, dir, op); 1966 push_ob (mon, dir, op);
2138 } 1967 }
2139 else 1968 else
2140 new_draw_info (0, 0, op, "You withhold your attack"); 1969 op->statusmsg ("You withhold your attack");
2141 1970
2142 if (op->contr->tmp_invis || op->hide) 1971 if (op->contr->tmp_invis || op->flag [FLAG_HIDDEN])
2143 make_visible (op); 1972 make_visible (op);
2144 1973
2145 return true; 1974 return true;
2146 } 1975 }
2147 } 1976 }
2187} 2016}
2188 2017
2189bool 2018bool
2190move_player (object *op, int dir) 2019move_player (object *op, int dir)
2191{ 2020{
2192 int pick;
2193
2194 if (!op->map || op->map->in_memory != MAP_IN_MEMORY) 2021 if (!op->map || op->map->in_memory != MAP_ACTIVE)
2195 return 0; 2022 return 0;
2196 2023
2197 /* Sanity check: make sure dir is valid */ 2024 /* Sanity check: make sure dir is valid */
2198 if ((dir < 0) || (dir >= 9)) 2025 if ((dir < 0) || (dir >= 9))
2199 { 2026 {
2205 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2032 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2206 dir = absdir (dir + rndm (3) + rndm (3) - 2); 2033 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2207 2034
2208 op->facing = dir; 2035 op->facing = dir;
2209 2036
2210 if (op->hide) 2037 if (op->flag [FLAG_HIDDEN])
2211 do_hidden_move (op); 2038 do_hidden_move (op);
2212 2039
2213 bool retval; 2040 bool retval;
2041 int pick = 0;
2214 2042
2215 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir))) 2043 if (INVOKE_PLAYER (MOVE, op->contr, ARG_INT (dir)))
2216 retval = RESULT_INT (0); 2044 retval = RESULT_INT (0);
2217 else if (op->contr->fire_on) 2045 else if (op->contr->fire_on)
2218 retval = fire (op, dir); 2046 retval = fire (op, dir);
2275 return move_player (op, op->direction); 2103 return move_player (op, op->direction);
2276 2104
2277 return false; 2105 return false;
2278} 2106}
2279 2107
2280int 2108static int
2281save_life (object *op) 2109save_life (object *op)
2282{ 2110{
2283 if (!QUERY_FLAG (op, FLAG_LIFESAVE)) 2111 if (!QUERY_FLAG (op, FLAG_LIFESAVE))
2284 return 0; 2112 return 0;
2285 2113
2287 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE)) 2115 if (QUERY_FLAG (tmp, FLAG_APPLIED) && QUERY_FLAG (tmp, FLAG_LIFESAVE))
2288 { 2116 {
2289 op->play_sound (sound_find ("ob_evaporate")); 2117 op->play_sound (sound_find ("ob_evaporate"));
2290 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp)); 2118 new_draw_info_format (NDI_UNIQUE, 0, op, "Your %s vibrates violently, then evaporates.", query_name (tmp));
2291 2119
2292 if (op->contr)
2293 esrv_del_item (op->contr, tmp->count);
2294
2295 tmp->destroy (); 2120 tmp->destroy ();
2296 CLEAR_FLAG (op, FLAG_LIFESAVE); 2121 CLEAR_FLAG (op, FLAG_LIFESAVE);
2297 2122
2298 if (op->stats.hp < 0) 2123 if (op->stats.hp < 0)
2299 op->stats.hp = op->stats.maxhp; 2124 op->stats.hp = op->stats.maxhp;
2311 return 0; 2136 return 0;
2312} 2137}
2313 2138
2314/* This goes throws the inventory and removes unpaid objects, and puts them 2139/* This goes throws the inventory and removes unpaid objects, and puts them
2315 * back in the map (location and map determined by values of env). This 2140 * back in the map (location and map determined by values of env). This
2316 * function will descend into containers. op is the object to start the search 2141 * function will descend into containers. op is the object to start the search
2317 * from. 2142 * from.
2318 */ 2143 */
2319static void 2144static void
2320drop_unpaid_items (object *op, object *env) 2145drop_unpaid_items (object *op, object *env)
2321{ 2146{
2322 while (op) 2147 while (op)
2323 { 2148 {
2324 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */ 2149 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2325 2150
2326 if (QUERY_FLAG (op, FLAG_UNPAID)) 2151 if (QUERY_FLAG (op, FLAG_UNPAID))
2327 {
2328 if (env->type == PLAYER)
2329 esrv_del_item (env->contr, op->count);
2330
2331 op->insert_at (env); 2152 op->insert_at (env);
2332 }
2333 else if (op->inv) 2153 else if (op->inv)
2334 drop_unpaid_items (op->inv, env); 2154 drop_unpaid_items (op->inv, env);
2335 2155
2336 op = next; 2156 op = next;
2337 } 2157 }
2340void 2160void
2341object::drop_unpaid_items () 2161object::drop_unpaid_items ()
2342{ 2162{
2343 if (!flag [FLAG_REMOVED]) 2163 if (!flag [FLAG_REMOVED])
2344 ::drop_unpaid_items (inv, this); 2164 ::drop_unpaid_items (inv, this);
2345}
2346
2347/*
2348 * Returns pointer a static string containing gravestone text
2349 * Moved from apply.c to player.c - player.c is what
2350 * actually uses this function. player.c may not be quite the
2351 * best, a misc file for object actions is probably better,
2352 * but there isn't one in the server directory.
2353 */
2354char *
2355gravestone_text (object *op)
2356{
2357 static char buf2[MAX_BUF];
2358 char buf[MAX_BUF];
2359 time_t now = time (NULL);
2360
2361 strcpy (buf2, " R.I.P.\n\n");
2362 if (op->type == PLAYER)
2363 sprintf (buf, "%s the %s\n", &op->name, op->contr->title);
2364 else
2365 sprintf (buf, "%s\n", &op->name);
2366
2367 strncat (buf2, " ", 20 - strlen (buf) / 2);
2368 strcat (buf2, buf);
2369 if (op->type == PLAYER)
2370 sprintf (buf, "who was in level %d when killed\n", op->level);
2371 else
2372 sprintf (buf, "who was in level %d when died.\n\n", op->level);
2373
2374 strncat (buf2, " ", 20 - strlen (buf) / 2);
2375 strcat (buf2, buf);
2376 if (op->type == PLAYER)
2377 {
2378 sprintf (buf, "by %s.\n\n", op->contr->killer);
2379 strncat (buf2, " ", 21 - strlen (buf) / 2);
2380 strcat (buf2, buf);
2381 }
2382
2383 strftime (buf, MAX_BUF, "%b %d %Y\n", localtime (&now));
2384 strncat (buf2, " ", 20 - strlen (buf) / 2);
2385 strcat (buf2, buf);
2386
2387 return buf2;
2388} 2165}
2389 2166
2390void 2167void
2391do_some_living (object *op) 2168do_some_living (object *op)
2392{ 2169{
2444 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace; 2221 gen_grace = (op->contr->gen_grace + 1) * op->stats.maxgrace;
2445 else 2222 else
2446 { 2223 {
2447 gen_grace = op->stats.maxgrace; 2224 gen_grace = op->stats.maxgrace;
2448 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2225 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2449 }
2450
2451 /* Regenerate Spell Points */
2452 if (!op->contr->golem && --op->last_sp < 0)
2453 {
2454 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2455 if (op->stats.sp < op->stats.maxsp)
2456 {
2457 op->stats.sp++;
2458 /* dms do not consume food */
2459 if (!QUERY_FLAG (op, FLAG_WIZ))
2460 {
2461 op->stats.food--;
2462 if (op->contr->digestion < 0)
2463 op->stats.food += op->contr->digestion;
2464 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2465 op->stats.food = last_food;
2466 }
2467 }
2468
2469 if (max_sp > 1)
2470 {
2471 over_sp = (gen_sp + 10) / rate_sp;
2472 if (over_sp > 0)
2473 {
2474 if (op->stats.sp < op->stats.maxsp)
2475 {
2476 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2477
2478 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2479 op->stats.sp--;
2480
2481 if (op->stats.sp > op->stats.maxsp)
2482 op->stats.sp = op->stats.maxsp;
2483 }
2484 op->last_sp = 0;
2485 }
2486 else
2487 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2488 }
2489 else
2490 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2491 } 2226 }
2492 2227
2493 /* Regenerate Grace */ 2228 /* Regenerate Grace */
2494 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */ 2229 /* I altered this a little - maximum grace is ony achieved through prayer -b.t. */
2495 if (--op->last_grace < 0) 2230 if (--op->last_grace < 0)
2516 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10); 2251 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2517 } 2252 }
2518 /* wearing stuff doesn't detract from grace generation. */ 2253 /* wearing stuff doesn't detract from grace generation. */
2519 } 2254 }
2520 2255
2256 if (op->stats.food > 0)
2257 {
2521 /* Regenerate Hit Points */ 2258 /* Regenerate Spell Points */
2522 if (--op->last_heal < 0) 2259 if (!op->contr->golem && --op->last_sp < 0)
2523 {
2524 if (op->stats.hp < op->stats.maxhp)
2525 { 2260 {
2526 op->stats.hp++; 2261 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2527 /* dms do not consume food */ 2262
2528 if (!QUERY_FLAG (op, FLAG_WIZ)) 2263 if (op->stats.sp < op->stats.maxsp)
2529 { 2264 {
2265 op->stats.sp++;
2266
2267 /* dms do not consume food */
2268 if (!QUERY_FLAG (op, FLAG_WIZ))
2269 {
2530 op->stats.food--; 2270 op->stats.food--;
2271
2531 if (op->contr->digestion < 0) 2272 if (op->contr->digestion < 0)
2532 op->stats.food += op->contr->digestion; 2273 op->stats.food += op->contr->digestion;
2533 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2274 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2534 op->stats.food = last_food; 2275 op->stats.food = last_food;
2276 }
2535 } 2277 }
2536 }
2537 2278
2538 if (max_hp > 1) 2279 if (max_sp > 1)
2539 {
2540 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2541 if (over_hp > 0)
2542 { 2280 {
2543 op->stats.sp += over_hp + (RANDOM () % rate_hp > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0; 2281 over_sp = (gen_sp + 10) / rate_sp;
2282 if (over_sp > 0)
2283 {
2284 if (op->stats.sp < op->stats.maxsp)
2285 {
2286 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2287
2288 if (random_roll (0, rate_sp - 1, op, PREFER_LOW) > ((gen_sp + 10) % rate_sp))
2289 op->stats.sp--;
2290
2291 if (op->stats.sp > op->stats.maxsp)
2292 op->stats.sp = op->stats.maxsp;
2293 }
2294
2544 op->last_heal = 0; 2295 op->last_sp = 0;
2296 }
2297 else
2298 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2545 } 2299 }
2546 else 2300 else
2301 op->last_sp = rate_sp / (gen_sp < 20 ? 30 : gen_sp + 10);
2302 }
2303
2304 /* Regenerate Hit Points */
2305 if (--op->last_heal < 0)
2306 {
2307 if (op->stats.hp < op->stats.maxhp)
2547 { 2308 {
2548 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2309 op->stats.hp++;
2310
2311 /* dms do not consume food */
2312 if (!QUERY_FLAG (op, FLAG_WIZ))
2313 {
2314 op->stats.food--;
2315
2316 if (op->contr->digestion < 0)
2317 op->stats.food += op->contr->digestion;
2318 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2319 op->stats.food = last_food;
2320 }
2549 } 2321 }
2322
2323 if (max_hp > 1)
2324 {
2325 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp;
2326
2327 if (over_hp > 0)
2328 {
2329 op->stats.sp += over_hp + (rndm (rate_hp) > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0;
2330 op->last_heal = 0;
2331 }
2332 else
2333 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2550 } 2334 }
2551 else 2335 else
2552 {
2553 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2336 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10);
2554 } 2337 }
2555 } 2338 }
2556 2339
2557 /* Digestion */ 2340 /* Digestion */
2558 if (--op->last_eat < 0) 2341 if (--op->last_eat < 0)
2567 op->stats.food--; 2350 op->stats.food--;
2568 } 2351 }
2569 2352
2570 if (op->stats.food < 0 && op->stats.hp >= 0) 2353 if (op->stats.food < 0 && op->stats.hp >= 0)
2571 { 2354 {
2572 object *tmp, *flesh = 0; 2355 object *flesh = 0;
2573 2356
2574 for (tmp = op->inv; tmp; tmp = tmp->below) 2357 for_inv_removable (op, tmp)
2575 { 2358 {
2576 if (!QUERY_FLAG (tmp, FLAG_UNPAID)) 2359 if (QUERY_FLAG (tmp, FLAG_UNPAID))
2360 continue;
2361
2362 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON)
2577 { 2363 {
2578 if (tmp->type == FOOD || tmp->type == DRINK || tmp->type == POISON) 2364 op->statusmsg ("You blindly grab for a bite of food. "
2579 { 2365 "H<To prevent you from starving, you ate some random item from your backpack.>");
2580 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food.");
2581 manual_apply (op, tmp, 0); 2366 manual_apply (op, tmp, 0);
2367
2582 if (op->stats.food >= 0 || op->stats.hp < 0) 2368 if (op->stats.food >= 0 || op->stats.hp < 0)
2583 break; 2369 break;
2584 } 2370 }
2585 else if (tmp->type == FLESH) 2371 else if (tmp->type == FLESH)
2586 flesh = tmp; 2372 flesh = tmp;
2587 } /* End if paid for object */ 2373 }
2588 } /* end of for loop */
2589 2374
2590 /* If player is still starving, it means they don't have any food, so 2375 /* If player is still starving, it means they don't have any food, so
2591 * eat flesh instead. 2376 * eat flesh instead.
2592 */ 2377 */
2593 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh) 2378 if (op->stats.food < 0 && op->stats.hp >= 0 && flesh)
2594 { 2379 {
2595 new_draw_info (NDI_UNIQUE, 0, op, "You blindly grab for a bite of food."); 2380 op->statusmsg ("You blindly grab for a bite of food. "
2381 "H<To prevent you from starving, you ate some random item from your backpack.>");
2596 manual_apply (op, flesh, 0); 2382 manual_apply (op, flesh, 0);
2597 } 2383 }
2384
2385 // If player is still starving, alert him!
2386 if (op->stats.food < 0)
2387 op->failmsg ("You are starving! "
2388 "H<Eat some food to increase your food and prevent you from an untimely death.>");
2389 }
2390
2391 if (op->stats.food < 0)
2598 } 2392 {
2393 op->stats.hp += op->stats.food;
2394 op->stats.food = 0;
2599 2395
2600 while (op->stats.food < 0 && op->stats.hp >= 0) 2396 if (op->stats.hp < 0)
2601 op->stats.food++, op->stats.hp--; 2397 {
2398 op->contr->killer = archetype::get ("killer_starvation");
2399 op->contr->killer->destroy ();
2400 }
2401 }
2602 2402
2403 /* killer should be set here already */
2603 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ)) 2404 if (op->stats.hp < 0 && !QUERY_FLAG (op, FLAG_WIZ))
2604 kill_player (op); 2405 kill_player (op);
2605 } 2406 }
2606} 2407}
2607 2408
2611 * file. 2412 * file.
2612 */ 2413 */
2613void 2414void
2614kill_player (object *op) 2415kill_player (object *op)
2615{ 2416{
2616 char buf[MAX_BUF];
2617 int x, y; 2417 int x, y;
2618
2619 //int i;
2620 maptile *map; /* this is for resurrection */ 2418 maptile *map; /* this is for resurrection */
2621
2622 /* int z;
2623 int num_stats_lose;
2624 int lost_a_stat;
2625 int lose_this_stat;
2626 int this_stat; */
2627 int will_kill_again; 2419 int will_kill_again;
2628 archetype *at; 2420 archetype *at;
2629 object *tmp; 2421 object *tmp;
2630 2422
2631 if (save_life (op)) 2423 if (save_life (op))
2632 return; 2424 return;
2425
2426 dynbuf_text deathtab;
2427
2428 /* restore player */
2429 at = archetype::find (shstr_poisoning);
2430 if (object *tmp = present_arch_in_ob (at, op))
2431 {
2432 tmp->destroy ();
2433 deathtab << "Your body feels cleansed...\r";
2434 }
2435
2436 at = archetype::find (shstr_confusion);
2437 if (object *tmp = present_arch_in_ob (at, op))
2438 {
2439 tmp->destroy ();
2440 deathtab << "Your mind feels clearer...\r";
2441 }
2442
2443 cure_disease (op, 0, 0); /* remove any disease */
2444
2445 max_it (op->stats.hp , op->stats.maxhp);
2446 max_it (op->stats.sp , op->stats.maxsp);
2447 max_it (op->stats.grace, op->stats.maxgrace);
2448
2449 if (op->stats.food <= 0)
2450 op->stats.food = 999;
2451
2452 // remove all spell effects that are active
2453 // to avoid long-term effects such as word-of-recall
2454 for (object *item = op->inv; item; )
2455 {
2456 object *next = item->below;
2457
2458 if (item->type == SPELL_EFFECT && item->active)
2459 item->destroy ();
2460
2461 item = next;
2462 }
2633 2463
2634 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas 2464 /* If player dies on BATTLEGROUND, no stat/exp loss! For Combat-Arenas
2635 * in cities ONLY!!! It is very important that this doesn't get abused. 2465 * in cities ONLY!!! It is very important that this doesn't get abused.
2636 * Look at op_on_battleground() for more info --AndreasV 2466 * Look at op_on_battleground() for more info --AndreasV
2637 */ 2467 */
2638 if (op_on_battleground (op, &x, &y)) 2468 if (op_on_battleground (op, &x, &y))
2639 { 2469 {
2640 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "You have been defeated in combat!"); 2470 deathtab << "You almost died in combat, but local medics have saved your life...\r";
2641 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, "Local medics have saved your life...");
2642
2643 /* restore player */
2644 at = archetype::find ("poisoning");
2645 if (object *tmp = present_arch_in_ob (at, op))
2646 {
2647 tmp->destroy ();
2648 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2649 }
2650
2651 at = archetype::find ("confusion");
2652 if (object *tmp = present_arch_in_ob (at, op))
2653 {
2654 tmp->destroy ();
2655 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2656 }
2657
2658 cure_disease (op, 0); /* remove any disease */
2659 op->stats.hp = op->stats.maxhp;
2660 if (op->stats.food <= 0)
2661 op->stats.food = 999;
2662 2471
2663 /* create a bodypart-trophy to make the winner happy */ 2472 /* create a bodypart-trophy to make the winner happy */
2664 if (object *tmp = arch_to_object (archetype::find ("finger"))) 2473 if (object *tmp = arch_to_object (archetype::find (shstr_finger)))
2665 { 2474 {
2666 sprintf (buf, "%s's finger", &op->name); 2475 tmp->name = format ("%s's finger" , &op->name);
2667 tmp->name = buf; 2476 tmp->name_pl = format ("%s's fingers", &op->name);
2668 sprintf (buf, " This finger has been cut off %s\n"
2669 " the %s, when he was defeated at\n level %d by %s.\n",
2670 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2671 tmp->msg = buf; 2477 tmp->msg = format (
2478 "This finger has been cut off of %s the %s, when he was defeated at level %d by %s.\n",
2479 &op->name, op->contr->title,
2480 (int)op->level,
2481 op->contr->killer_name ()
2482 );
2672 tmp->value = 0, tmp->type = 0; 2483 tmp->value = 0, tmp->type = 0;
2673 tmp->materialname = "organics"; 2484 tmp->material = name_to_material (shstr_organic);
2674 tmp->insert_at (op, tmp); 2485 tmp->insert_at (op, tmp);
2675 } 2486 }
2676 2487
2677 /* teleport defeated player to new destination */ 2488 /* teleport defeated player to new destination */
2678 transfer_ob (op, x, y, 0, NULL); 2489 transfer_ob (op, x, y, 0, NULL);
2679 op->contr->braced = 0; 2490 op->contr->braced = 0;
2491
2492 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2680 return; 2493 return;
2681 } 2494 }
2682 2495
2496 deathtab << "You were killed by " << op->contr->killer_name () << ".\n\n";
2497 deathtab << "T<YOU HAVE DIED>\n\n";
2498
2683 INVOKE_PLAYER (DEATH, op->contr); 2499 INVOKE_PLAYER (DEATH, op->contr);
2684 2500
2685 command_kill_pets (op, 0); 2501 command_kill_pets (op, 0);
2686
2687 if (op->stats.food < 0)
2688 {
2689 sprintf (buf, "%s starved to death.", &op->name);
2690 strcpy (op->contr->killer, "starvation");
2691 }
2692 else
2693 sprintf (buf, "%s died.", &op->name);
2694 2502
2695 op->contr->play_sound (sound_find ("player_dies")); 2503 op->contr->play_sound (sound_find ("player_dies"));
2696 2504
2697 /* save the map location for corpse, gravestone */ 2505 /* save the map location for corpse, gravestone */
2698 x = op->x; 2506 x = op->x;
2728 2536
2729 lost_a_stat = 0; 2537 lost_a_stat = 0;
2730 2538
2731 for (z = 0; z < num_stats_lose; z++) 2539 for (z = 0; z < num_stats_lose; z++)
2732 { 2540 {
2733 i = RANDOM () % NUM_STATS; 2541 i = rndm (NUM_STATS);
2734 2542
2735 if (settings.stat_loss_on_death) 2543 if (settings.stat_loss_on_death)
2736 { 2544 {
2737 /* Pick a random stat and take a point off it. Tell the player 2545 /* Pick a random stat and take a point off it. Tell the player
2738 * what he lost. 2546 * what he lost.
2745 lost_a_stat = 1; 2553 lost_a_stat = 1;
2746 } 2554 }
2747 else 2555 else
2748 { 2556 {
2749 /* deplete a stat */ 2557 /* deplete a stat */
2750 archetype *deparch = archetype::find ("depletion"); 2558 archetype *deparch = archetype::find (shstr_depletion);
2751 object *dep; 2559 object *dep;
2752 2560
2753 dep = present_arch_in_ob (deparch, op); 2561 dep = present_arch_in_ob (deparch, op);
2754 if (!dep) 2562 if (!dep)
2755 { 2563 {
2789 } 2597 }
2790 } 2598 }
2791 2599
2792 if (lose_this_stat) 2600 if (lose_this_stat)
2793 { 2601 {
2794 this_stat = get_attr_value (&(dep->stats), i); 2602 this_stat = get_attr_value (&dep->stats, i);
2795 /* We could try to do something clever like find another 2603 /* We could try to do something clever like find another
2796 * stat to reduce if this fails. But chances are, if 2604 * stat to reduce if this fails. But chances are, if
2797 * stats have been depleted to -50, all are pretty low 2605 * stats have been depleted to -50, all are pretty low
2798 * and should be roughly the same, so it shouldn't make a 2606 * and should be roughly the same, so it shouldn't make a
2799 * difference. 2607 * difference.
2807 lost_a_stat = 1; 2615 lost_a_stat = 1;
2808 } 2616 }
2809 } 2617 }
2810 } 2618 }
2811 } 2619 }
2620
2812 /* If no stat lost, tell the player. */ 2621 /* If no stat lost, tell the player. */
2813 if (!lost_a_stat) 2622 if (!lost_a_stat)
2814 { 2623 {
2815 /* determine_god() seems to not work sometimes... why is this? 2624 /* determine_god() seems to not work sometimes... why is this?
2816 Should I be using something else? GD */ 2625 Should I be using something else? GD */
2817 const char *god = determine_god (op); 2626 shstr_tmp god = determine_god (op);
2818 2627
2819 if (god && (strcmp (god, "none"))) 2628 if (god != shstr_none)
2820 new_draw_info_format (NDI_UNIQUE, 0, op, "For a brief moment you feel the holy presence of %s protecting" " you.", god); 2629 deathtab << "For a brief moment you feel the holy presence of " << god << " protecting you.\r";
2821 else 2630 else
2822 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you feel a holy presence protecting you."); 2631 deathtab << "For a brief moment you feel a holy presence protecting you.\r";
2823 } 2632 }
2824#else 2633#else
2825 new_draw_info (NDI_UNIQUE, 0, op, "For a brief moment you" " feel a holy presence protecting you from losing yourself completely."); 2634 deathtab << "For a brief moment you feel a holy presence protecting you from losing yourself completely.";
2826#endif 2635#endif
2827 2636
2828 /* Put a gravestone up where the character 'almost' died. List the 2637 /* Put a gravestone up where the character 'almost' died. List the
2829 * exp loss on the stone. 2638 * exp loss on the stone.
2830 */ 2639 */
2831 tmp = arch_to_object (archetype::find ("gravestone")); 2640 tmp = arch_to_object (archetype::find (shstr_gravestone));
2832 sprintf (buf, "%s's gravestone", &op->name); 2641 tmp->name = format ("%s's gravestone", &op->name);
2833 tmp->name = buf; 2642 tmp->name_pl = format ("%s's gravestones", &op->name);
2834 sprintf (buf, "%s's gravestones", &op->name); 2643 tmp->msg = format ("T<RIP>\n\nHere rests the hero %s the %s,\rwho was killed\rby %s.\n",
2835 tmp->name_pl = buf; 2644 &op->name, op->contr->title, op->contr->killer_name ());
2836 sprintf (buf, "RIP\nHere rests the hero %s the %s,\n" "who was killed\n" "by %s.\n", &op->name, op->contr->title, op->contr->killer);
2837 tmp->msg = buf;
2838 tmp->x = op->x, tmp->y = op->y; 2645 tmp->x = op->x, tmp->y = op->y;
2839 insert_ob_in_map (tmp, op->map, NULL, 0); 2646 insert_ob_in_map (tmp, op->map, NULL, 0);
2840 2647
2841 /**************************************/ 2648 /**************************************/
2842 /* */ 2649 /* */
2843 /* Subtract the experience points, */ 2650 /* Subtract the experience points, */
2844 /* if we died cause of food, give us */
2845 /* food, and reset HP's... */
2846 /* */ 2651 /* */
2847 /**************************************/ 2652 /**************************************/
2848 2653
2849 /* remove any poisoning and confusion the character may be suffering. */
2850 /* restore player */
2851 at = archetype::find ("poisoning");
2852 tmp = present_arch_in_ob (at, op);
2853
2854 if (tmp)
2855 {
2856 tmp->destroy ();
2857 new_draw_info (NDI_UNIQUE, 0, op, "Your body feels cleansed");
2858 }
2859
2860 at = archetype::find ("confusion");
2861 tmp = present_arch_in_ob (at, op);
2862 if (tmp)
2863 {
2864 tmp->destroy ();
2865 new_draw_info (NDI_UNIQUE, 0, tmp, "Your mind feels clearer");
2866 }
2867
2868 cure_disease (op, 0); /* remove any disease */
2869
2870 /*add_exp(op, (op->stats.exp * -0.20)); */ 2654 /*add_exp(op, (op->stats.exp * -0.20)); */
2871 apply_death_exp_penalty (op); 2655 apply_death_exp_penalty (op);
2872 if (op->stats.food < 100)
2873 op->stats.food = 900;
2874 op->stats.hp = op->stats.maxhp;
2875 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2876 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2877 2656
2878 /* 2657 /*
2879 * Check to see if the player has any unpaid items. If so, remove them 2658 * Check to see if the player has any unpaid items. If so, remove them
2880 * and put them back in the map. 2659 * and put them back in the map.
2881 */ 2660 */
2916 if (will_kill_again & (1 << at)) 2695 if (will_kill_again & (1 << at))
2917 force->resist[at] = 100; 2696 force->resist[at] = 100;
2918 2697
2919 insert_ob_in_ob (force, op); 2698 insert_ob_in_ob (force, op);
2920 op->update_stats (); 2699 op->update_stats ();
2921
2922 } 2700 }
2923 2701
2924 new_draw_info (NDI_UNIQUE, 0, op, "YOU HAVE DIED."); 2702 op->contr->infobox (MSG_CHANNEL ("death"), deathtab);
2925} 2703}
2926 2704
2927void 2705static void
2928loot_object (object *op) 2706loot_object (object *op)
2929{ /* Grab and destroy some treasure */ 2707{ /* Grab and destroy some treasure */
2930 object *tmp, *tmp2, *next; 2708 object *tmp, *tmp2, *next;
2931 2709
2932 op->close_container (); /* close open sack first */ 2710 op->close_container (); /* close open sack first */
2946 2724
2947 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3)))) 2725 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
2948 { 2726 {
2949 if (tmp->nrof > 1) 2727 if (tmp->nrof > 1)
2950 { 2728 {
2951 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2729 tmp->decrease (rndm (1, tmp->nrof - 1));
2952 tmp2->destroy ();
2953 insert_ob_in_map (tmp, op->map, NULL, 0); 2730 insert_ob_in_map (tmp, op->map, NULL, 0);
2954 } 2731 }
2955 else 2732 else
2956 tmp->destroy (); 2733 tmp->destroy ();
2957 } 2734 }
2968void 2745void
2969fix_weight (void) 2746fix_weight (void)
2970{ 2747{
2971 for_all_players (pl) 2748 for_all_players (pl)
2972 { 2749 {
2973 int old = pl->ob->carrying, sum = sum_weight (pl->ob); 2750 sint32 old = pl->ob->carrying;
2974 2751
2975 if (old == sum) 2752 pl->ob->update_weight ();
2976 continue; 2753
2754 if (old != pl->ob->carrying)
2755 {
2977 pl->ob->update_stats (); 2756 pl->ob->update_stats ();
2978 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, old, sum); 2757 LOG (llevDebug, "Fixed inventory in %s (%d -> %d)\n", &pl->ob->name, (int)old, (int)pl->ob->carrying);
2758 }
2979 } 2759 }
2980} 2760}
2981 2761
2982void 2762void
2983fix_luck (void) 2763fix_luck (void)
3025} 2805}
3026 2806
3027void 2807void
3028make_visible (object *op) 2808make_visible (object *op)
3029{ 2809{
3030 op->hide = 0; 2810 op->flag [FLAG_HIDDEN] = 0;
3031 op->invisible = 0; 2811 op->invisible = 0;
2812
3032 if (op->type == PLAYER) 2813 if (op->type == PLAYER)
3033 { 2814 {
3034 op->contr->tmp_invis = 0; 2815 op->contr->tmp_invis = 0;
3035 op->contr->invis_race = 0; 2816 op->contr->invis_race = 0;
3036 } 2817 }
3049 2830
3050/* look at the surrounding terrain to determine 2831/* look at the surrounding terrain to determine
3051 * the hideability of this object. Positive levels 2832 * the hideability of this object. Positive levels
3052 * indicate greater hideability. 2833 * indicate greater hideability.
3053 */ 2834 */
3054
3055int 2835int
3056hideability (object *ob) 2836hideability (object *ob)
3057{ 2837{
3058 int i, level = 0, mflag; 2838 int i, level = 0, mflag;
3059 sint16 x, y; 2839 sint16 x, y;
3060 2840
3061 if (!ob || !ob->map) 2841 if (!ob || !ob->map)
3062 return 0; 2842 return 0;
3063 2843
3064 /* so, on normal lighted maps, its hard to hide */ 2844 /* so, on normal lighted maps, its hard to hide */
3065 level = ob->map->darkness - 2; 2845 level = ob->map->darklevel () - 2;
3066 2846
3067 /* this also picks up whether the object is glowing. 2847 /* this also picks up whether the object is glowing.
3068 * If you carry a light on a non-dark map, its not 2848 * If you carry a light on a non-dark map, its not
3069 * as bad as carrying a light on a pitch dark map */ 2849 * as bad as carrying a light on a pitch dark map */
3070 if (has_carried_lights (ob)) 2850 if (ob->has_carried_lights ())
3071 level = -(10 + (2 * ob->map->darkness)); 2851 level = -(10 + (2 * ob->map->darklevel ()));
3072 2852
3073 /* scan through all nearby squares for terrain to hide in */ 2853 /* scan through all nearby squares for terrain to hide in */
3074 for (i = 0, x = ob->x, y = ob->y; i < 9; i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i]) 2854 for (i = 0, x = ob->x, y = ob->y;
2855 i <= SIZEOFFREE1;
2856 i++, x = ob->x + freearr_x[i], y = ob->y + freearr_y[i])
3075 { 2857 {
3076 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL); 2858 mflag = get_map_flags (ob->map, NULL, x, y, NULL, NULL);
3077 if (mflag & P_OUT_OF_MAP) 2859 if (mflag & P_OUT_OF_MAP)
3078 {
3079 continue; 2860 continue;
3080 } 2861
3081 if (mflag & P_BLOCKSVIEW) /* something to hide near! */ 2862 if (mflag & P_BLOCKSVIEW) /* something to hide near! */
3082 level += 2; 2863 level += 2;
3083 else /* open terrain! */ 2864 else /* open terrain! */
3084 level -= 1; 2865 level -= 1;
3085 } 2866 }
3096 * spot (surrounded by clear terrain in broad daylight). -b.t. 2877 * spot (surrounded by clear terrain in broad daylight). -b.t.
3097 */ 2878 */
3098void 2879void
3099do_hidden_move (object *op) 2880do_hidden_move (object *op)
3100{ 2881{
3101 int hide = 0, num = random_roll (0, 19, op, PREFER_LOW); 2882 int hide = 0;
3102 object *skop;
3103 2883
3104 if (!op || !op->map) 2884 if (!op || !op->map)
3105 return; 2885 return;
3106 2886
3107 skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING); 2887 object *skop = find_obj_by_type_subtype (op, SKILL, SK_HIDING);
2888 int num = random_roll (0, 19, op, PREFER_LOW);
3108 2889
3109 /* its *extremely* hard to run and sneak/hide at the same time! */ 2890 /* its *extremely* hard to run and sneak/hide at the same time! */
3110 if (op->type == PLAYER && op->contr->run_on) 2891 if (op->type == PLAYER && op->contr->run_on)
3111 if (!skop || num >= skop->level) 2892 if (!skop || num >= skop->level)
3112 { 2893 {
3122 num -= hide; 2903 num -= hide;
3123 2904
3124 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0)) 2905 if ((op->type == PLAYER && hide < -10) || ((op->invisible -= num) <= 0))
3125 { 2906 {
3126 make_visible (op); 2907 make_visible (op);
2908
3127 if (op->type == PLAYER) 2909 if (op->type == PLAYER)
3128 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!"); 2910 new_draw_info (NDI_UNIQUE, 0, op, "You moved out of hiding! You are visible!");
3129 } 2911 }
3130 else if (op->type == PLAYER && skop) 2912 else if (op->type == PLAYER && skop)
3131 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0); 2913 change_exp (op, calc_skill_exp (op, NULL, skop), skop->skill, 0);
3184 * object op. This function works fine for monsters, 2966 * object op. This function works fine for monsters,
3185 * but we dont worry if the object isnt the top one in 2967 * but we dont worry if the object isnt the top one in
3186 * a pile (say a coin under a table would return "viewable" 2968 * a pile (say a coin under a table would return "viewable"
3187 * by this routine). Another question, should we be 2969 * by this routine). Another question, should we be
3188 * concerned with the direction the player is looking 2970 * concerned with the direction the player is looking
3189 * in? Realistically, most of use cant see stuff behind 2971 * in? Realistically, most of us can't see stuff behind
3190 * our backs...on the other hand, does the "facing" direction 2972 * our backs...on the other hand, does the "facing" direction
3191 * imply the way your head, or body is facing? Its possible 2973 * imply the way your head, or body is facing? It's possible
3192 * for them to differ. Sigh, this fctn could get a bit more complex. 2974 * for them to differ. Sigh, this fctn could get a bit more complex.
3193 * -b.t. 2975 * -b.t.
3194 * This function is now map tiling safe. 2976 * This function is now map tiling safe.
3195 */ 2977 */
3196
3197int 2978int
3198player_can_view (object *pl, object *op) 2979player_can_view (object *pl, object *op)
3199{ 2980{
3200 rv_vector rv; 2981 rv_vector rv;
3201 int dx, dy; 2982 int dx, dy;
3213 2994
3214 get_rangevector (pl, op, &rv, 0x1); 2995 get_rangevector (pl, op, &rv, 0x1);
3215 2996
3216 /* starting with the 'head' part, lets loop 2997 /* starting with the 'head' part, lets loop
3217 * through the object and find if it has any 2998 * through the object and find if it has any
3218 * part that is in the los array but isnt on 2999 * part that is in the los array but isn't on
3219 * a blocked los square. 3000 * a blocked los square.
3220 * we use the archetype to figure out offsets. 3001 * we use the archetype to figure out offsets.
3221 */ 3002 */
3222 while (op) 3003 while (op)
3223 { 3004 {
3224 dx = rv.distance_x + op->arch->x; 3005 dx = rv.distance_x + op->arch->x;
3225 dy = rv.distance_y + op->arch->y; 3006 dy = rv.distance_y + op->arch->y;
3226 3007
3227 /* only the viewable area the player sees is updated by LOS 3008 if (pl->contr->blocked_los (dx, dy) != LOS_BLOCKED)
3228 * code, so we need to restrict ourselves to that range of values
3229 * for any meaningful values.
3230 */
3231 if (FABS (dx) <= (pl->contr->ns->mapx / 2) &&
3232 FABS (dy) <= (pl->contr->ns->mapy / 2) &&
3233 !pl->contr->blocked_los[dx + (pl->contr->ns->mapx / 2)][dy + (pl->contr->ns->mapy / 2)])
3234 return 1; 3009 return 1;
3010
3235 op = op->more; 3011 op = op->more;
3236 } 3012 }
3237 return 0;
3238}
3239 3013
3240/* routine for both players and monsters. We call this when
3241 * there is a possibility for our action distrubing our hiding
3242 * place or invisiblity spell. Artefact invisiblity is not
3243 * effected by this. If we arent invisible to begin with, we
3244 * return 0.
3245 */
3246int
3247action_makes_visible (object *op)
3248{
3249
3250 if (op->invisible && QUERY_FLAG (op, FLAG_ALIVE))
3251 {
3252 if (QUERY_FLAG (op, FLAG_MAKE_INVIS))
3253 return 0;
3254
3255 if (op->contr && op->contr->tmp_invis == 0)
3256 return 0;
3257
3258 /* If monsters, they should become visible */
3259 if (op->hide || !op->contr || (op->contr && op->contr->tmp_invis))
3260 {
3261 new_draw_info_format (NDI_UNIQUE, 0, op, "You become %s!", op->hide ? "unhidden" : "visible");
3262 return 1;
3263 }
3264 }
3265 return 0; 3014 return 0;
3266} 3015}
3267 3016
3268/* op_on_battleground - checks if the given object op (usually 3017/* op_on_battleground - checks if the given object op (usually
3269 * a player) is standing on a valid battleground-tile, 3018 * a player) is standing on a valid battleground-tile,
3274 * Default is to do the same as before, so only people wanting to have different points need worry about this 3023 * Default is to do the same as before, so only people wanting to have different points need worry about this
3275 */ 3024 */
3276int 3025int
3277op_on_battleground (object *op, int *x, int *y) 3026op_on_battleground (object *op, int *x, int *y)
3278{ 3027{
3279 object *tmp;
3280
3281 /* A battleground-tile needs the following attributes to be valid: 3028 /* A battleground-tile needs the following attributes to be valid:
3282 * is_floor 1 (has to be the FIRST floor beneath the player's feet), 3029 * is_floor 1 (has to be the FIRST floor beneath the player's feet),
3283 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND) 3030 * name="battleground", no_pick 1, type=58 (type BATTLEGROUND)
3284 * and the exit-coordinates sp/hp must both be > 0. 3031 * and the exit-coordinates sp/hp must both be > 0.
3285 * => The intention here is to prevent abuse of the battleground- 3032 * => The intention here is to prevent abuse of the battleground-
3286 * feature (like pickable or hidden battleground tiles). */ 3033 * feature (like pickable or hidden battleground tiles). */
3287 for (tmp = op->below; tmp != NULL; tmp = tmp->below) 3034 for (object *tmp = op->below; tmp; tmp = tmp->below)
3288 { 3035 {
3289 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR)) 3036 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR))
3290 { 3037 {
3291 if (QUERY_FLAG (tmp, FLAG_NO_PICK) && 3038 if (QUERY_FLAG (tmp, FLAG_NO_PICK)
3292 strcmp (tmp->name, "battleground") == 0 && tmp->type == BATTLEGROUND && EXIT_X (tmp) && EXIT_Y (tmp)) 3039 && tmp->type == BATTLEGROUND
3040 && tmp->name == shstr_battleground
3041 && EXIT_X (tmp) && EXIT_Y (tmp))
3293 { 3042 {
3294 /*before we assign the exit, check if this is a teambattle */ 3043 /* before we assign the exit, check if this is a teambattle */
3295 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp)) 3044 if (EXIT_ALT_X (tmp) && EXIT_ALT_Y (tmp) && EXIT_PATH (tmp))
3296 { 3045 {
3297 object *invtmp;
3298
3299 for (invtmp = op->inv; invtmp != NULL; invtmp = invtmp->below) 3046 for (object *invtmp = op->inv; invtmp; invtmp = invtmp->below)
3300 { 3047 {
3301 if (invtmp->type == FORCE && invtmp->slaying && !strcmp (EXIT_PATH (tmp), invtmp->slaying)) 3048 if (invtmp->type == FORCE && invtmp->slaying && tmp->slaying == invtmp->slaying)
3302 { 3049 {
3303 if (x != NULL && y != NULL) 3050 if (x && y)
3304 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp); 3051 *x = EXIT_ALT_X (tmp), *y = EXIT_ALT_Y (tmp);
3052
3305 return 1; 3053 return 1;
3306 } 3054 }
3307 } 3055 }
3308 } 3056 }
3057
3309 if (x != NULL && y != NULL) 3058 if (x && y)
3310 *x = EXIT_X (tmp), *y = EXIT_Y (tmp); 3059 *x = EXIT_X (tmp), *y = EXIT_Y (tmp);
3060
3311 return 1; 3061 return 1;
3312 } 3062 }
3313 } 3063 }
3314 } 3064 }
3065
3315 /* If we got here, did not find a battleground */ 3066 /* If we got here, did not find a battleground */
3316 return 0; 3067 return 0;
3317} 3068}
3318 3069
3319/* 3070/*
3335 char buf[MAX_BUF]; /* tmp. string buffer */ 3086 char buf[MAX_BUF]; /* tmp. string buffer */
3336 int i = 0, j = 0; 3087 int i = 0, j = 0;
3337 3088
3338 /* get the appropriate treasurelist */ 3089 /* get the appropriate treasurelist */
3339 if (atnr == ATNR_FIRE) 3090 if (atnr == ATNR_FIRE)
3340 trlist = treasurelist::find ("dragon_ability_fire"); 3091 trlist = treasurelist::find (shstr_dragon_ability_fire);
3341 else if (atnr == ATNR_COLD) 3092 else if (atnr == ATNR_COLD)
3342 trlist = treasurelist::find ("dragon_ability_cold"); 3093 trlist = treasurelist::find (shstr_dragon_ability_cold);
3343 else if (atnr == ATNR_ELECTRICITY) 3094 else if (atnr == ATNR_ELECTRICITY)
3344 trlist = treasurelist::find ("dragon_ability_elec"); 3095 trlist = treasurelist::find (shstr_dragon_ability_elec);
3345 else if (atnr == ATNR_POISON) 3096 else if (atnr == ATNR_POISON)
3346 trlist = treasurelist::find ("dragon_ability_poison"); 3097 trlist = treasurelist::find (shstr_dragon_ability_poison);
3347 3098
3348 if (trlist == NULL || who->type != PLAYER) 3099 if (trlist == NULL || who->type != PLAYER)
3349 return; 3100 return;
3350 3101
3351 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); 3102 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3469 else 3220 else
3470 { 3221 {
3471 /* generate misc. treasure */ 3222 /* generate misc. treasure */
3472 tmp = arch_to_object (tr->item); 3223 tmp = arch_to_object (tr->item);
3473 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp)); 3224 new_draw_info_format (NDI_UNIQUE | NDI_BLUE, 0, who, "You gained %s", query_short_name (tmp));
3474 tmp = insert_ob_in_ob (tmp, who); 3225 who->insert (tmp);
3475 if (who->type == PLAYER)
3476 esrv_send_item (who, tmp);
3477 } 3226 }
3478} 3227}
3479 3228
3480/** 3229/**
3481 * Unready an object for a player. This function does nothing if the object was 3230 * Unready an object for a player. This function does nothing if the object was
3492 3241
3493 if (pl->ranged_ob == ob) 3242 if (pl->ranged_ob == ob)
3494 pl->ranged_ob = 0; 3243 pl->ranged_ob = 0;
3495} 3244}
3496 3245
3246//-GPL
3247
3497sint8 3248sint8
3498player::visibility_at (maptile *map, int x, int y) const 3249player::darkness_at (maptile *map, int x, int y) const
3499{ 3250{
3500 if (!ns) 3251 if (!ns)
3501 return 0; 3252 return LOS_BLOCKED;
3502 3253
3503 int dx, dy; 3254 int dx, dy;
3504 if (!adjacent_map (map, ns->current_map, &dx, &dy)) 3255 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3505 return 0; 3256 return LOS_BLOCKED;
3506 3257
3507 x += dx - ns->current_x + ns->mapx / 2; 3258 x += dx - ns->current_x;
3508 y += dy - ns->current_y + ns->mapy / 2; 3259 y += dy - ns->current_y;
3509 3260
3510 if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy))
3511 return 0;
3512
3513 return 100 - blocked_los [x][y]; 3261 return blocked_los (x, y);
3514} 3262}
3263
3264void
3265player::infobox (const char *title, const char *msg, int color)
3266{
3267 send_msg (color | NDI_DEF | NDI_REPLY | NDI_CLEAR, title, msg);
3268}
3269
3270void
3271player::statusmsg (const char *msg, int color)
3272{
3273 send_msg (color | NDI_REPLY, INFO_CHANNEL, msg);
3274}
3275
3276void
3277player::failmsg (const char *msg, int color)
3278{
3279 play_sound (sound_find ("generic_failure"));
3280 statusmsg (msg, color);
3281}
3282

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